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Do you prefer Crunchy or Light-Hearted Mechanics?

Started by Senkusha, 21-Feb-2025 (Fri) @ 16:24:02

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Do you prefer Crunchy or Light-Hearted Mechanics?

Lots of Crunch with lots of Maths
Lots of Crunch but using Tables for Simplification
Some Crunch, Rules are Open and can be Fudged
More Light-hearted rules that allow for more of a Narrative story
Complete and Total Anarchy!  We're telling a story after all!
Other (Please describe down below)

Senkusha

What kinds of system mechanics do you prefer?  Do you like to use a lot of math, and the dice rule over if your characters succeed or not?  Or do you prefer a system that uses more innovation and tends to lean more towards story development?  Tell us about a time where this was beneficial, or may have backfired!  I'll go ahead and start...

The first role playing game that I purchased was RoleMaster RMSS.  If anybody knows anything about this game, it uses a d100 (percentile) system, and makes use of pages upon pages of tables and charts to tell you what the outcome of your roll is.  Since this was the first system I made an investment in, it holds a special place in my heart.  

Character creation often took a day to perfect, and we ultimately scrapped the Character Sheet for an Excel Spreadsheet to keep track of the monster listing of Skills.  I can only imagine playing this game system today with the advent of Smartphones, where I could have my Excel Spreadsheet on my phone, and the PDFs of the game book handy.  It would make traveling to a friend's house to play much easier!!

However, since I've played about half a dozen different game systems, my favorite style seems to be the more light-hearted variety.  I like a lot of technical customization for character creation, but when I'm playing, I like to be able to bend and flex the rules a bit so that the story is the focus.

This is probably why so far, my favorite game system is Big Eyes Small Mouth.  It has a fairly easy Stat Block to manage, uses a Point Build system for character development, and has a wide range of narrative/effects based abilities/skills that allow me not to get bogged down in the mechanics of the rules, and just play the game based on what I want to have happen... the effect.  Is it a perfect gaming system?  Probably not, but since version 4 came out, and there are a number of expansion books available that tweak the guidelines, I'm fairly invested in this system, and I believe that Mark is trying to make amends for what happened with the 3rd edition.

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