caild
2018-01-01, 08:16 AM
I'm going through an exercise where I would like to rate the various RPG systems out there in key areas. Everybody has a different play style and some systems that are perfect for one group are the least favorite of another group. Generally, this has to do with a match (or mismatch) of play style to system strengths.
The rules that I propose for "ranking" systems are: 1. The system should be ranked in the below categories. 2. Ranking should be from 1-10, with 10 being a system that is the epitome of that category. 3. This process is for ranking the rules systems, NOT specific settings within the system. 4. Only core rules of the system should be considered in the ranking of that system. Rules introduced via accessories or "splat-books" should be ignored in regards to this process. 5. The rankings should be relative to other settings. e.g. if a setting could get even more granular with it's rules, but it is hands-down the most granular system out there, then it should get '10' for 'Rules Granularity'.
Here are the categories I propose:
Flexibility of Story - the ability the system has to allow the players and GM to tell the story that they want to tell, with limited modifications or adjustments to the system itself. Examples: FATE is designed for the players to be able to tell any story they want and performs well in that regard. Players can literally play any character they want in any setting they choose. I would give FATE a '10' in this category. Shadowrun however, restricts it's players in that the setting is "baked in" to the system. Also, the setting and rules tend to encourage a certain type of story (heists to be exact). Due to these, I would give Shadowrun a '2' or '3' in this category.
Rules complexity - The overall difficulty of mastering the core rules of the system. Examples: Pathfinder and D&D 3e are both fairly complex systems (relatively speaking) and so would probably get a '6' or '7' in my book. Shadowrun is even more complex and would receive an '9'. On the other hand, I've found the Savage Worlds system to be fairly easy to master and would probably give it a '3'.
Rules granularity - This is the systems ability to simulate real life via rules that deal with minutia. Examples: Again, Shadowrun gets a nod here due to the multitude of different firearms available within the system that are, in many cases, nearly identical with the exception of a particular stat that is one point different than another weapon. Additionally, there are rules to simulate recoil, downloading a file, and lifestyle upkeep. This gives Shadowrun another '8' in my mind. Meanwhile, FATE leaves the minutia of real life up to the players to roleplay, as opposed to giving them a lot of rules for guidance. This gives FATE a '2' here.
Overall PC-to-PC Balance - How well the system has balanced power and abilities of the PCs relative to other PCs. Examples: Pathfinder and D&D 3e have real balance issues between PCs, with certain classes being considered "tier 1" and very powerful (like most spellcasters) and other classes being considered barely able to hold their own. I would give these systems a '3' in this area. Savage Worlds, however, seems to shine in terms of balance, though it isn't without some flaws, and I would give it a '7' or '8'. Additionally, because FATE has no rules built-in to create PC-to-PC balance and relies on the players to do so, I would give it a '1' in this category. Again, not that a FATE game can't have balance, but because the system itself doesn't maintain that balance, it scores low here.
Overall PC-to-World Balance - How well the system handles PCs relative to the world around them. Examples: Again, this balance breaks down in Pathfinder/D&D 3e very quickly as the PCs gain levels. At higher levels, the PCs have world-altering powers and can bend reality to their will. The GM will oftentimes find it difficult to create realistic scenarios that challenge the PCs without completely altering or making irrelevant major parts of the setting. I give these systems a '2' here. Alternatively, from what I have seen of Savage Worlds, this is not as much of an issue, though the possibility does exist. As such I give it a '6' in this category.
I have limited experience with RPG systems, so please let me know how you would rank your favorite systems that you have played in the comments.
The rules that I propose for "ranking" systems are: 1. The system should be ranked in the below categories. 2. Ranking should be from 1-10, with 10 being a system that is the epitome of that category. 3. This process is for ranking the rules systems, NOT specific settings within the system. 4. Only core rules of the system should be considered in the ranking of that system. Rules introduced via accessories or "splat-books" should be ignored in regards to this process. 5. The rankings should be relative to other settings. e.g. if a setting could get even more granular with it's rules, but it is hands-down the most granular system out there, then it should get '10' for 'Rules Granularity'.
Here are the categories I propose:
Flexibility of Story - the ability the system has to allow the players and GM to tell the story that they want to tell, with limited modifications or adjustments to the system itself. Examples: FATE is designed for the players to be able to tell any story they want and performs well in that regard. Players can literally play any character they want in any setting they choose. I would give FATE a '10' in this category. Shadowrun however, restricts it's players in that the setting is "baked in" to the system. Also, the setting and rules tend to encourage a certain type of story (heists to be exact). Due to these, I would give Shadowrun a '2' or '3' in this category.
Rules complexity - The overall difficulty of mastering the core rules of the system. Examples: Pathfinder and D&D 3e are both fairly complex systems (relatively speaking) and so would probably get a '6' or '7' in my book. Shadowrun is even more complex and would receive an '9'. On the other hand, I've found the Savage Worlds system to be fairly easy to master and would probably give it a '3'.
Rules granularity - This is the systems ability to simulate real life via rules that deal with minutia. Examples: Again, Shadowrun gets a nod here due to the multitude of different firearms available within the system that are, in many cases, nearly identical with the exception of a particular stat that is one point different than another weapon. Additionally, there are rules to simulate recoil, downloading a file, and lifestyle upkeep. This gives Shadowrun another '8' in my mind. Meanwhile, FATE leaves the minutia of real life up to the players to roleplay, as opposed to giving them a lot of rules for guidance. This gives FATE a '2' here.
Overall PC-to-PC Balance - How well the system has balanced power and abilities of the PCs relative to other PCs. Examples: Pathfinder and D&D 3e have real balance issues between PCs, with certain classes being considered "tier 1" and very powerful (like most spellcasters) and other classes being considered barely able to hold their own. I would give these systems a '3' in this area. Savage Worlds, however, seems to shine in terms of balance, though it isn't without some flaws, and I would give it a '7' or '8'. Additionally, because FATE has no rules built-in to create PC-to-PC balance and relies on the players to do so, I would give it a '1' in this category. Again, not that a FATE game can't have balance, but because the system itself doesn't maintain that balance, it scores low here.
Overall PC-to-World Balance - How well the system handles PCs relative to the world around them. Examples: Again, this balance breaks down in Pathfinder/D&D 3e very quickly as the PCs gain levels. At higher levels, the PCs have world-altering powers and can bend reality to their will. The GM will oftentimes find it difficult to create realistic scenarios that challenge the PCs without completely altering or making irrelevant major parts of the setting. I give these systems a '2' here. Alternatively, from what I have seen of Savage Worlds, this is not as much of an issue, though the possibility does exist. As such I give it a '6' in this category.
I have limited experience with RPG systems, so please let me know how you would rank your favorite systems that you have played in the comments.