Establishing Complexity and
Choosing a Game
In a recent article, I talked about starting a game
and what it requires, and in case you are a firm believer of "TL;DR"
(too long didn't read), what it boiled down to is meeting the basic needs of
the game: players, a comprehensible system, and a GM who is willing
to "make it work." Keep in mind, what it is important in this
context is that these base elements are important to form a new group
consisting of new players a new GM, and an entirely a new game. Any combination
of these will require some degree of simplicity. Once a group has taken off and
learned to play a tabletop roleplaying game, then it is time to choose that
delicious layer of complexity that adds all the fun rules we like using (and
hopefully not abusing). This is metaphorically, like selecting the type of
video game that we feel like playing, we have all agreed that we want a
particular experience.
The Engine of Complexity
We very well may have chosen a game we want to play,
but there is an important aspect in choosing a system, and this extends to any
system not just the ones I mentioned previously. The system you choose better
be able to accommodate the game you want to play. To continue our
video game analogy, based on the hardware in a Sega Genesis, we couldn't play
Bethesda's Skyrim as we know it today. Though, we can
definitely play the original Sonic the Hedgehog on any modern
console with no difficulty. In fact, this very phenomenon is why we see
remakes and rehashes of old games, we want the ability to play things we enjoy
in an updated fashion. (More on this later)
Aside from remaking a game, we may
want to choose what game we want to play, and then choose the console to play
it. For instance, for the longest time, Sly Cooper and the Thievius
Raccoonus was only on Playstation 2. If I wanted to play that game, I
needed to use my Playstation 2 and not my Playstation 3, but sometimes, we find
that rather than buying the new remake, we can just save the money because we
still have the console and game. As DM Starhelm likes to remind me, in tabletop
games the systems and the games are often mistaken for being one in the same.
The way I play Dungeons & Dragons is not the way your
group plays it because Dungeons & Dragons 5th Edition may
be the game, but it is more liken unto the console, what I do with the hardware
(the base rules) as a GM is entirely up to me. There are, in video games, good
games and bad games, just as in tabletop gaming there are good games and bad
games, because you guessed it, we may all be playing Dungeons &
Dragons 5th Edition (Wizards of the Coast brand new console) but
we aren't playing the same game.
Choosing an Engine
Therein lies the beauty of choosing a system. I have
been playing the master(sword)piece that is Legend of Zelda: Breath of
the Wild because I can't play it on my Playstation 4. At the same
time, we have the option of playing the game on both the Wii U and the Nintendo
Switch. There we reach the secret of choosing the system, what do I need and
want? The Switch is marketed for being portable, and a new revolution in gaming
with friends. I own a Wii U and I generally, if I am out somewhere, I don't
have the time or need to play a video game, so the Wii U fits me just fine, and
how else am I going to play Super Smash Bros.? The analogy is
continued here as we see that I have my reasons for playing the game on the
console I have. To step back into our situation of choosing the system for the
game, the way you want to play, that game you have chosen to share, unlike a
console which generally are fairly universal aside from peripherals and available
games, will dictate which tabletop roleplaying systems are right for your group
and your game. Let's take a brief rundown of some examples and my subjective
and objective thoughts on them:
Dungeons and Dragons 3.5
I have no inherent problem with 3.5 other than
balancing issues, but that is part of my reasoning for my choice, it is not an
objective expression, my own conclusion from my observations. 3.5 is good for
games in which character diversity is paramount to you and your group and you all
have little complaint for diversity and want more exact rules. This system may
be more work for your GM and players overall depending on the game you want to
run and how you handle it. Homebrewing is much harder in 3.5, mind you but
there isn't much that is not covered here. Definitely for groups that want a
game and story with a more "hardcore high fantasy". If you want to
feel like your characters go from 0 to legendary hero in this, this system is
great, just be aware of obvious rules issues and broken characters.
Pathfinder
I personally like this system a
little more than 3.5 but it is undoubtedly based in it (and there for backwards
compatible) this game is more balanced with the same level of diversity that
3.5 offered, with similar rules. Major changes are an increased diversity of
characters through archetypes while arranging the system so prestige classes
aren't necessary, but math gets slightly heavier here. Broken characters can
still occur, but players are more likely to have a far more balanced time. New
material is still being made for this system by the publisher and a lot of good
3rd party publishers alike. The feeling of growing in leaps and bounds and
becoming a legendary hero is also in this system and good for a game that has a
high fantasy feel while also having "realistic" rules but with more
balance than we saw in 3.5.
Dungeons and Dragons 4th
Edition
This system is controversial, but it
is balanced, and that may be some people's gripe with it, but it is great for
new players and GMs alike, as the system is written in full acknowledgment that
it is a game you are playing with the flavor and fiction being left entirely to
the players and GM. This system breaks a few standard conventions concerning
D&D but if the players want an experience where not much can be broken, and
the playing field is fair, in a sort of Justice League everyone
is a hero kind of way, welcome to D&D 4th edition. Although, one thing to remember is that this game leaves
very little to rules arguments and can be good for having a solid system in
which a story can be crafted around.
Dungeon World and Other PBTA Games
The games that are
based on the Apocalypse system that I have mentioned are completely fine
systems, and very engaging for both the GM and the players. Some of my favorite
sessions have actually been in this system because it is less bound to a huge
stack of rules. Alternatively, what is important to remember is that a large
amount of what you feel your character can do is up to you and your GM. Unlike
D&D, your character class isn't going to explicitly tell you how things
work in the fiction of the game while giving you your own unique mechanic.
Class features in this game are light and are very driven by the story and how
you play not by what your class is, or "who" you are. This game will
feel odd to many D&D veterans because they like having those huge blocks of
text that make them feel like they have a list of cool stuff they can do, when
in this system, the power to be cool is inside of them all along.
Mutants & Masterminds
This system has a decent following, and can be used to tell essentially any superhero
or high power anime/JRPG-esque story. The main consideration is that it is a
lot of work at first and without a well read GM, the rules can be daunting,
especially for players. Though it has its rewards and you can play superheroes
and all that it entails and the rules for player creation are very open, it can
be a nightmare to keep it all straight. GMs unfamiliar with the possibilities
can be surprised by what their players are capable of and then you may have a
problem. The GM being surprised by a decision is ok, but being unaware of a
mechanic or power in their game until the moment of can be disastrous.
Days of planning can be undone simply because of the "Chunky Salsa
Effect". A friend's campaign was abruptly ended when the players
essentially create the perfect death trap of cascading damage for the main
villain within the course of a couple sessions, and the main damage source was
the building damage thanks to the "Chunky Salsa Effect" or the
property of energy reflecting off unbreakable walls, magnifying damage and
ultimately turning the villain/victim into...well... a thick, chunky salsa like
paste. One can be sure that the GM was surprised. If your group can handle
it and keep it all straight and want to bench press continental shelves, then have
at, just be prepared.
Aside from remaking a game, we may want to choose what game we want to play, and then choose the console to play it. For instance, for the longest time, Sly Cooper and the Thievius Raccoonus was only on Playstation 2. If I wanted to play that game, I needed to use my Playstation 2 and not my Playstation 3, but sometimes, we find that rather than buying the new remake, we can just save the money because we still have the console and game. As DM Starhelm likes to remind me, in tabletop games the systems and the games are often mistaken for being one in the same. The way I play Dungeons & Dragons is not the way your group plays it because Dungeons & Dragons 5th Edition may be the game, but it is more liken unto the console, what I do with the hardware (the base rules) as a GM is entirely up to me. There are, in video games, good games and bad games, just as in tabletop gaming there are good games and bad games, because you guessed it, we may all be playing Dungeons & Dragons 5th Edition (Wizards of the Coast brand new console) but we aren't playing the same game.
Pathfinder
I personally like this system a little more than 3.5 but it is undoubtedly based in it (and there for backwards compatible) this game is more balanced with the same level of diversity that 3.5 offered, with similar rules. Major changes are an increased diversity of characters through archetypes while arranging the system so prestige classes aren't necessary, but math gets slightly heavier here. Broken characters can still occur, but players are more likely to have a far more balanced time. New material is still being made for this system by the publisher and a lot of good 3rd party publishers alike. The feeling of growing in leaps and bounds and becoming a legendary hero is also in this system and good for a game that has a high fantasy feel while also having "realistic" rules but with more balance than we saw in 3.5.
Dungeons and Dragons 4th Edition
This system is controversial, but it is balanced, and that may be some people's gripe with it, but it is great for new players and GMs alike, as the system is written in full acknowledgment that it is a game you are playing with the flavor and fiction being left entirely to the players and GM. This system breaks a few standard conventions concerning D&D but if the players want an experience where not much can be broken, and the playing field is fair, in a sort of Justice League everyone is a hero kind of way, welcome to D&D 4th edition. Although, one thing to remember is that this game leaves very little to rules arguments and can be good for having a solid system in which a story can be crafted around.
Mutants & Masterminds
This system has a decent following, and can be used to tell essentially any superhero or high power anime/JRPG-esque story. The main consideration is that it is a lot of work at first and without a well read GM, the rules can be daunting, especially for players. Though it has its rewards and you can play superheroes and all that it entails and the rules for player creation are very open, it can be a nightmare to keep it all straight. GMs unfamiliar with the possibilities can be surprised by what their players are capable of and then you may have a problem. The GM being surprised by a decision is ok, but being unaware of a mechanic or power in their game until the moment of can be disastrous. Days of planning can be undone simply because of the "Chunky Salsa Effect". A friend's campaign was abruptly ended when the players essentially create the perfect death trap of cascading damage for the main villain within the course of a couple sessions, and the main damage source was the building damage thanks to the "Chunky Salsa Effect" or the property of energy reflecting off unbreakable walls, magnifying damage and ultimately turning the villain/victim into...well... a thick, chunky salsa like paste. One can be sure that the GM was surprised. If your group can handle it and keep it all straight and want to bench press continental shelves, then have at, just be prepared.
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