Monday, November 5, 2012

Choosing the System


Choosing the right system, a.k.a. The Rules, can be just as crucial as getting the right setting. For some players the system is of no matter as long as they understand it, for others it's life or death.

Since there are so many different systems, D20, D10, percentage (D100), ORE, D6, etc. it pays off to discuss which system to use with your players well in advance. Some players are pretty indifferent, while others can harbor a deep dislike for certain mechanics.
If you really like a setting, but the system is in the way, you can always divorce the two, and use a system from another game. Not always an easy task, but it can readily be done. A quick google search can sometimes reveal that others have already done it for you, so do check before you put down hours of unneccesary work.

Which ever system you end up using, try to learn the rules as thoroughly as possible, and be prepared to house rule a little bit. No rule is so important that it can't be modified a bit or just eliminated. The most important thing is that everyone is on the same page, and are having fun.

What else is there to consider? Lots. Is it a level based system with hitpoints and a set of skills gained per level or is it more fluid? Again, your players will have opinions, and this is important. You don't want to end up having an unhappy player endlessly complain throughout the game. It'll kill the mood in no time.
Of course, certain systems lend themselves to different kinds of games more readily than others. Take D&D as an example. It's old school, with classes, hitpoints, spells per level and all that, but for a quick pick up game with little or no notice, it's rather good. No need to worry about what to play and where to put skill points. It's 1-2-3 and play can start.
The flipside for many is the lack of ready customisation options to make just the right character. Yeah, D&D can do that, but the class/level boundaries makes it harder. Other systems will come out to shine if that's what you and your group wants. Ultimately you should go with what feels right.

Finally, some GM's find after a while that they are dissatisfied with all their published systems, and that mere house rules aren't enough anymore. For these brave souls, writing their own system from scratch is the only logical course of action.
The process of creating your own system is tough, and it will probably never be quite finished. As you get used to thinking creatively about rules, you will most likely not be able to stop. There is always a greener rule on the other side of the fence.
So why do it? The short answer is that you will likely end up with a system that's ideal for the playstyle of your group. The long answer, only you will ever really know. What ever your motivation may be, you should prepare yourself for long debates with your players. Maybe it's something in our psyches that makes us more likely to gripe and complain about minute things if we know the author of the rules personally, but players who will happily live with ”official” rules they don't like, will argue for hours with you about the smalles minutiae.
Don't take it personally though, all creative processes require feedback.

Happy gaming!

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