Let me share my random thought of the month.
Does the rules system used at your table
matters?
This discussion must be as old as our hobby
(probably older due to wargames). In 80’s, with AD&D 1st, Rolemaster,
Champions, GURPS etc. one could say that system was all that mattered. In the
90’s, ruled by White Wolf’s Golden Rule, system didn’t mattered. The only thing
that mattered was the story, the characters, the drama… blablabla. Then we got
the 2000s (and the Forge) and system matters (again).
So, what is the verdict? Does system matters?
I don’t know.
In my gaming experience I saw Gamemasters doing
awesome stuff without any notion regarding the system they’re using. I also
played in games where the rules system gave us great moments of fun.
However, it’s hard to deny the fact that – as a
player – I would rather have a great Gamemaster with a lousy system than the
opposite (and yes, the perfect scenario is a great GM and a great system, but I
can count in one hand how many times that did happen in my life).
But I’m digressing and this post isn’t about that
discussion (so lower the pitchforks and dump your torches). This post is about
a Pathfinder interlude.
You see, the catch for me is that even if
system doesn’t matter, it does impact (a lot) on the way we interact and “feel”
the imaginary world of our campaigns/games. Its, after all, our interface with
the setting/adventure. A good GM can cheat through that interface, of course,
but things feel a lot more fun and “organic” if everything in the adventure
happens due to the player’s choices and interaction with the rules system. That’s
the feeling that I get when I had a great game and the GM rolled all dice in
our sight (the now famous Burning Wheel rule of “Let the dice fall where they may!”)
Anyway, what I mean is that the best way (for
me) to get a “fresh” game experience without hassle is to invite my group to
play in their most beloved settings, but using a different rules system. I’ve played Forgotten Realms using AD&D 2nd
and GURPS and they were remarkably different (and exciting) experiences. I also
have run the Realms with other systems, like Savage Worlds and FATE, and I was
surprised to see my players doing things that they would never try in
Pathfinder.
Use this to your advantage. Really, do this. Forget your pet
system, or wonderful house system that you’ve been running for decades. Try
something different, just to light things up a little. To get a different
perspective, both as a GM and as a player. But keep your preferred setting.
Some of my best game experiences were due to
one-shots (or mini-campaigns) where I run well known campaign settings with
different rules systems. These games not only were a good change of pace, but
also (re)awakened my players’ interest to new rules, tactics and roleplaying
opportunities. Yes, roleplaying. When you see your old setting through new
lenses, you’re motivated to try new approaches (like playing with that
concept/race/class that you would never had dare in Pathfinder).
A few examples: Savage World is a rules system perfect for parties filled with
hirelings, cohorts and allies. It also has a rules light mass combat system.
When I run a D&D setting with Savage Worlds, I always give tons of NPCs to
my players. Savage also has rules that clearly distinguish between heavy
armored and swashbuckling types of fighters. It’s not just AC. [Bizarrely,
Savage Worlds also is – so far for me – the best system to simulate “D&D
fiction”. If, for example, I wanted to run I game where Drizzt and Artemis
would clash, I would use Savage. Those fights with tons of strikes and parries,
feints and acrobatic stuff, are the norm for Savage. Maybe because of the
system clear Pulp-y roots.]
Now, if I wanted to run a social-heavy D&D
adventure (like intrigue among Harpers or the divine-blooded nobles of
Birthright), where the social aspects were supported by mechanics, I would use
FATE. FATE is excellent for games where you want an open approach to magic
(like the Arcana Age of Forgotten Realms or the weird magic of Glantri). Games
about mystic quests, enlightenment and esoteric goals also are great for FATE –
like Planescape entire cosmology of “Belief shapes the Multiverse”. An
adventure among Sigils’ Factions using FATE is awesome.
If I really wanted a low-magic or gritty
approach to some D&D settings I would use BRP, GURPS or HARP/Rolemaster. This
works greatly for a “grunt view” of the world (I remember writing a one-shot
where the PCs were soldiers in a famous NPC army or lowly hirelings of an
adventure party). I can’t say why but I always felt that the Greyhawk Wars
would be a great setting for these systems. These systems also do wonders for a
horror-inspired setting, like Ravenloft (also Lankamar).
Changing systems may open your eyes to
adventure/story opportunities that you’d never have dared with d20. Of course,
you can always customize the various d20 systems to your needs, but sometimes I
prefer to try something really different.
Finally, I also believe that there’re things
for which D&D is just perfect. I can’t imagine, for example, running
Mystara without the Rules Cyclopedia, or Dark Sun without AD&D 2nd
Edition. I know that there’re good alternatives out there (I heard really good
things about an AGE conversion for Mystara and D&D 4th version
of Athas).
So, try to mix things. Do crazy shit with your
settings and rules. Hell, mix rules systems. Steal Aspects from FATE, Krâsses
dice from DK2, Bonds from Dungeon World, the Stunt Die from AGE, or even the entire Vampire
the Masquerade Kindred for your D&D games (an old brazilian RPG magazine
did this last one and it was a lot of fun).
Make stuff and see what happens.
Have great games!
Edit: Another idea that came to my mind. Want to play deities in D&D but don’t want to use the Deities & Demigods messy stats (or the cool rules from Immortals boxed set of Basic D&D)? Try Heroquest.
No comments:
Post a Comment