DeadManSleeping
2012-02-07, 12:49 AM
So, I've been thinking of running a game. I've kinda got some setting ideas I want to use, some game design things I want to implement, etc. I wish to call upon the power of the internets to help me!
So here's the things.
1. I have some elements that I want to be in the setting. Thanks to Skyrim, I've got a hankering for "Words of Power" being a big thing in the setting. Certainly not exactly like the Thu'um, but definitely invocation of power through a combination of sound and will and understanding. I would also like there to be at least one alternate source of magic (an idea I had was "blood magic" which dealt not only with the biological form, but also with the connections between living beings). In addition, it'd be cool if there was some fun doodady stuff for people who didn't want magic (or, at least, not spell-like things) Now, obviously, this can all be easily done with a bit of flavor sprinkles on D&D (seriously, I could do it myself and I'm not even a homebrewer), but since I'm shopping around for other systems, it's something additional to keep in mind.
2. I would like players of many roles and playstyles to coexist within a group. A brutish up-front hurtthingser can be in a group with a careful planner can be in a group with a social monkey can be in a group with I think you know where I'm going with this. I'm less talking "no linear warriors + quadratic casters" (though that's important too) and more talking "no 4e D&D where everyone's job is punching things". I've been noticing lately that Shadowrun actually does a pretty good job of this (though I admit it's partially an adventure design thing rather than a game design thing), but, y'know, it's pretty hard to extract from its cyberpunk setting.
3. I would like the system to not make me want to kill myself. While I have patience for somewhat arcane systems, pretty much none of the other gamers I know have that same patience.
Here is a list of systems I'm considering.
1. D&D 3.5. I am aware that it fails rule #2 spectacularly, but it's well-known enough to fit #3 and it fits #1 quite well as I mentioned
2. Strands of Fate. Does decently with all 3 categories, though it does not succeed spectacularly in any (well, maybe the 3rd, considering it needs to not have the weaknesses of "rules-lite").
Here is a list of systems I've rejected:
1. D&D 4e. If 3.x fails rule #2, then 4e fails so hard that the mere idea of it fitting, if rendered into visual form, would become a Youtube classic.
2. BESM. I tried a game in this, and it ended up encouraging "punch it hard", glossing over basically everything else.
3. GURPS. Just...GURPS.
I'll expand this list as you guys post with ideas.
So here's the things.
1. I have some elements that I want to be in the setting. Thanks to Skyrim, I've got a hankering for "Words of Power" being a big thing in the setting. Certainly not exactly like the Thu'um, but definitely invocation of power through a combination of sound and will and understanding. I would also like there to be at least one alternate source of magic (an idea I had was "blood magic" which dealt not only with the biological form, but also with the connections between living beings). In addition, it'd be cool if there was some fun doodady stuff for people who didn't want magic (or, at least, not spell-like things) Now, obviously, this can all be easily done with a bit of flavor sprinkles on D&D (seriously, I could do it myself and I'm not even a homebrewer), but since I'm shopping around for other systems, it's something additional to keep in mind.
2. I would like players of many roles and playstyles to coexist within a group. A brutish up-front hurtthingser can be in a group with a careful planner can be in a group with a social monkey can be in a group with I think you know where I'm going with this. I'm less talking "no linear warriors + quadratic casters" (though that's important too) and more talking "no 4e D&D where everyone's job is punching things". I've been noticing lately that Shadowrun actually does a pretty good job of this (though I admit it's partially an adventure design thing rather than a game design thing), but, y'know, it's pretty hard to extract from its cyberpunk setting.
3. I would like the system to not make me want to kill myself. While I have patience for somewhat arcane systems, pretty much none of the other gamers I know have that same patience.
Here is a list of systems I'm considering.
1. D&D 3.5. I am aware that it fails rule #2 spectacularly, but it's well-known enough to fit #3 and it fits #1 quite well as I mentioned
2. Strands of Fate. Does decently with all 3 categories, though it does not succeed spectacularly in any (well, maybe the 3rd, considering it needs to not have the weaknesses of "rules-lite").
Here is a list of systems I've rejected:
1. D&D 4e. If 3.x fails rule #2, then 4e fails so hard that the mere idea of it fitting, if rendered into visual form, would become a Youtube classic.
2. BESM. I tried a game in this, and it ended up encouraging "punch it hard", glossing over basically everything else.
3. GURPS. Just...GURPS.
I'll expand this list as you guys post with ideas.