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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