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Lasting RPG Systems

In the task systems thread, several people have mentioned "current thinking" in RPG mechanics, noting the 90's vogue for "handful of dice" mechanisms that games such as WEG's Star Wars, LUG's Star Trek, and White Wolf's World of Darkness systems had.

I'm not convinced that trying to develop a task system (or any part of a game) by commitee or by following "current fashion" is a good idea. I'd rather look at systems that have had long shelf-lives and loyal followings. They must be doing something right, eh?

If you threw your Average Gamer from the early 80s into a low berth and then thawed him out today what would he recognize on the shelves of you Favorite Local Games shop?

1) D&D -- It's mechanics look more like RuneQuest than D&D, but it's still D&D...

2) Call of Cthulhu -- The only mechanics change that I'm aware of was moving from a D6 skill increase to a D10 skill increase in the 4th-to-5th edition revision.

3) Pendragon -- Again, aside from adding a magic system, the new versions seem to have mostly changed by adding already existing supplements into the main rules.

4) Classic Traveller -- Naturally :)

5) Champions (sort of) -- The jump from the HERO system to Fuzion changed the game a lot for me. I gather it's Not Dead Yet, though.

(Honorable mentions: Car Wars, Ogre, and Illuminati, which aren't RPGs, and Hero Wars, which owes it's setting to RuneQuest, but not much else :) )

So, what do the long lived systems have in common? Is there a reason they are long lived? I think so.

1) Of the games which have stayed the same (Traveller, Pendragon, and CoC), all three are skill based. D&D/3e has adopted a skill-based system, and Champions just changed from one skill system to another.

2) Aside from Champions, all have random elements in character design. Designing a character in a point based system is a skill that the player needs to learn, which can make it "too hard" for new players.

3) Pendragon, CoC, and (now) D&D have effectively percentile systems (Pendragon is a percentile system where every die roll modifier is in 5% steps, and we then divide everything by 5, giving 1-20 and +/-1. D&D is (now) similar).

A percentile system is, in the gut, easier to grasp for a player. They more easily grasp "You have a 35% (or a 5 in 20, etc.) chance" than they do "Roll 8+ on 3 dice". That doesn't necessarily make a percentile system better, but it can be less intimidating to people.

4) Aside from Traveller, it's OBVIOUS how to make an adventure.

In CoC, you have your investigators stumble across some cultists and fight them.

In D&D you draw a map on graph paper, then wander around in it killing things.

In Champions, you encounter some supervillains and beat them up.

In Pendragon, you are Knights of the Round Table in search of migratory coconuts...

Well, you get the idea. There's an easy hook for beginners.

5) Greg Costikyan, on his website, has an essay about games. He mentions that games should evoke the genre in it's mechanics.

While you may argue with how "good" of a system it is, you have to admit that it's pretty easy to throw a "generic" fantasy world together with D&D.

Call of Cthulhu characters are pleasantly normal in comparison to the eldritch horrors, and there's always that slowly diminishing SAN to keep an eye on as they learn more and more about what's REALLY going on.

In Traveller, fairly large quantities of data can be represtented in hexadecimal strings. There's lots of information about all sorts of worlds, but that information is not complete -- it categorizes things, but still leaves room for the Referees to leave their own stamp. You get a sense of the vastness of the Imperium, but you also don't get completely overwhelmed by terrabytes of data. (Although the Web is, perhaps, changing that...)

Champions is probably the weakest of the lasting systems in this regard.

Anyway, I think it would behoove T5 to look to what has given Traveller and other long-lasting games their longevity. What has made them attractive to people for so long, sometimes with very little change in their core mechanics? That's what the system should embody, not "mechanics of the week" fashions. IMHO, anyway.

(Well, *that* was certainly long winded...)



------------------
Q: How many vilani does it take to screw in a lightbulb?
A: One, who holds the bulb while the planet revolves around him.
 
Ahhh, rationality. Thank You.

People get comfortable with the familiar, even if the familiarity is agony. CT's core 2D6 mechanic worked, even with all the holes. It was simple, clean, accessible. RPG design then had not yet gotten to the point where mechanic of the week was in fashion.

The reason all the hubbub is going on is that Marc isn't willing to give up on T4, dumb as T4 is from a usability standpoint.

This has all happened before, y'know. The GDW House System was another "greatest thing since sliced bread and canned beer" idea. GDW didn't give up on it until they, and Traveller, were kaput. In essence they dumped further CT development in the hopes that the House System, by it's inherent coollness as they saw it, would blow the CT system away.

Hence, "Traveller 2300". Oops. BZZZT.

One wonders what RPG history would have been like if GDW had taken back Traveller from DGP, dumped the bad game lines, and done a "3e" on Trav.

Wally.
 
Yep: FULLY agree with a system that conveys the meaning of the gnere - what with all of traveller's 2d6, UPP, and hexidecimal - it's sci-fi! Computer like efficiency and battlefield minimalism. A numbers feel with little math needed. A game designed by military and science types....No experience points or magic items to go for and anyone can get the same weapons, eventually, so you think about character, mortality and humanity. Ripley (ala Aliens) might say - "Forget the long stories, men are dying out there - what will work?!!"

As to Champions- throwing a 25d6 haymaker and 'knockback'-ing the poor schmoe into, and through, the wall pretty much sums it up.

Gats'
 
Well, for what it is worth, when I look at my shelf of RPGs, these are the one's I care about ever playing again (and thus, have stood the test of time in my opinion):

Classic Traveller. (Of course, that's why I'm here.)

GURPS. I disagree with the school that says the mechanics and the genre need to be integrated. There are things I don't like about GURPS, but in my experience, it works fairly well.

D&D3e. I was never very happy with AD&D (either edition). The new D&D has keep just enough and add all the right things in the right places. I'd hesitate to say it has stood the test of time, because if there wasn't a 3e, I wouldn't be playing D&D today.

Of course, there's a lot of other good stuff on my RPG shelf. I love Ars Magica's Mythic Europe. I love Harnmaster's hit locations/injuries. There are good points about Warhammer FRP. Even Rolemaster has its merits. But, although I may steal ideas from them, I don't know that I'll ever play those games again.


------------------
Robert FISHER
 
The only thing ANY version of Traveller rules had on CT is character generation. No one 'really' liked dying in generation and so the first 'house rules' were about what to do when you died in generation.

Many of us played with CT system no matter the 'genre' of Traveller.
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by RobertFisher:
Classic Traveller. (Of course, that's why I'm here.)
<HR></BLOCKQUOTE>

I have been gaming since 1982, and the only game I still have the original of from then is Traveller.
Other games come and go, sometimes they even get more attention than Traveller. But I always return.
In the end, the mechanics are secondary to the background. I would prefer Traveller to have Traveller flavoured mechanics but I can live with any system (I will use my own anyway) as long as my information fix is sated.



[This message has been edited by MT++ (edited 17 June 2001).]
 
I first began playing/referee-ing pen and paper rpgs in 76 with the first D&D stuff (then I was in middle school) and soon after Traveller.

Some of the things about Traveller that has maintained my interest over the years is it's mature theme and logic based game system.

I despise class/level based systems with the endless quest for 45 million experience points and silly restrictions telling you your god, diety, class, font color restricts you from using objects.

Traveller provides simulation, streamlined systems (in CT) for your imagination. More real estate than you can explore in a life time.

Another thing that drove me away from AD&D is that they released too much crap. I mean there are over 55,000 individual modules, rules, weapon manuals, overtly specific Druid rabbit cooking recipes all in the name of what?

Making Phat Lewt for the publisher.

Now granted that generating a successful franchise is normal aspiration for people in business, but D&D was never the same after the 2nd edition rules, and now it's unplayable imo with the overly complicated 3rd edition rules in some of the most juvenile packaging I have ever seen. The quality level dropped with the volume, the 500+novels written about the 500 various heroes just became dixie cups in a sea of garbage.

Unfortunately Ad&D can be (on paper at the accounting office) deeemed more successful than Traveller. But quantity does not equal quality.

I am hopeful, that the re-release of the Classic Traveller rules and games will help bring some life to Traveller. Of course the marketting dollars may not be there to push it into stand up cardboard displays, shows at conventions, magazine advertisements, and such.

But to me Traveller has everything all the other gaming systems are too muddled to achieve.

Game Play.



------------------
Myscha the sled dog
T. Elliot Cannon
PC Game Designer
 
And So say I!

I never played D&D or AD&D as I was spoilt by playing Traveller as my first proper RPG.

D&D and AD&D are hugely popular and bring a great deal of enjoyment to a 'mass market'.

Fantasy RPG's have always enjoyed greater exposure and publishing success. I guess that the apparent complexity and technical nature of SF intimidates people more readily than dwarves and dragons.

I am eager to see more from Avery, I hope that the accelerated development of T20 doesn't take the wind out of his sails!

Mark





------------------
Mark Lucas
Lucas-digital.com
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by n2s:
The only thing ANY version of Traveller rules had on CT is character generation.
<HR></BLOCKQUOTE>

I'll disagree with that, but not try to convince you of it, having read FAR too many flamefests over just that topic before...
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by danejohnson:

Greg Costikyan, on his website, has an essay about games. He mentions that games should evoke the genre in it's mechanics.

<HR></BLOCKQUOTE>

Someone cited Traveller's many mechanics as counter-evidence of this, but I don't see that. What it does indicate is that there is more than one mechanical solution for a given atmosphere.
If the mechanics of a game don't support the style of play the setting evokes, then it's a failure. There's a reason the Hero crowd sticks to pulp-style action (be it in funny underwear or not) because that's what the game does best, while it's closest relative mechanically (GURPS) is just the opposite, being suited more to the talented normal scale. The D6 system IS Star Wars (and the d20 system isn't, sadly) because I can play at nearly the breakneck pace of the movies (with the right ref, I HAVE saved the galaxy in two hours...). Other examples abound, ranging from Rifts to Vampire...

The Traveller universe is a wide-open one when it comes to play-styles, and the various mechanics that have embodied Traveller over the years have all managed to capture some portion of that range, though sometimes very different portions...

MY Traveller universe ends up being best simulated using something between CT and MT (or MT with a large dose of what WotC calls "Rule Zero") for core mechanics. T4 came close to being the ideal for starship design, almost managing a thorough meshing of several levels of complexity. Sadly, we can blame two people for that failure, neither of whom is present and both of whom are used to collecting hatemail. Fortunately, both have moved on to bother other communities...
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by GypsyComet:
Someone cited Traveller's many mechanics as counter-evidence of this, but I don't see that. What it does indicate is that there is more than one mechanical solution for a given atmosphere.

(snip)

The Traveller universe is a wide-open one when it comes to play-styles, and the various mechanics that have embodied Traveller over the years have all managed to capture some portion of that range, though sometimes very different portions...
<HR></BLOCKQUOTE>

I think this is exactly right. And I think it's a strength -- People with widely different tastes can all find some cross-section of the existing mechanics that suits them.
smile.gif


If you think about it, Traveller is kind of like a modular set of computer programs.

There are several different Character Generation systems all of which result in a UPP. There are several different combat systems, all of which require characters which have a UPP.

There are several different world generation systems which produce UWPs. There are different trade systems which require planets defined by UWPs.

And so forth. Ship design is probably the most "incoherent" -- ships in the different systems are represented fairly differently...

As a sort of side note, I wonder if there are any efforts to generate some portable (XML based?) file formats for things like sectors and characters. I think it would be useful...
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by n2s:
The only thing ANY version of Traveller rules had on CT is character generation. No one 'really' liked dying in generation and so the first 'house rules' were about what to do when you died in generation.<HR></BLOCKQUOTE>

Crocking the whole generation system just because it contained the possibility of death seems a little harsh. Is it just as distasteful if you change "death" to "forced mustering out"? Maybe you did something like puke on the Admiral's dress uniform or something instead of spacing yourself...
 
<BLOCKQUOTE>quote:</font><HR>Originally keksed by danejohnson:
Crocking the whole generation system... if you change "death" to...<HR></BLOCKQUOTE>

Well maybe I was abrupt, harsh, misguided, not speaking my own mind but the using the voice of the demon that shares this piece of space time. I don't know.

I do know that I agree with the comments that follow my own more than I do my own.

I just had a flash back to a few players building characters into the 5th Term only to see them die. All this in the days before I was flexible enough to be a good referee. The disappointment was hard to bear.

Even today. Can you feel the shame? :O
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by n2s:
Even today. Can you feel the shame? :O<HR></BLOCKQUOTE>

Don't be to hard on yourself!

I always saw character generation as a little game in itself. The risk of loss set against the potential gain of skills, money or medals.

Any player who keeps their character in the loop for to long runs the risk of sending them on a long walk in a leaky vac suit ;)


------------------
Mark Lucas
Lucas-digital.com
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by danejohnson:

If you threw your Average Gamer from the early 80s into a low berth and then thawed him out today what would he recognize on the shelves of you Favorite Local Games shop?

1) D&D -- It's mechanics look more like RuneQuest than D&D, but it's still D&D...

2) Call of Cthulhu -- The only mechanics change that I'm aware of was moving from a D6 skill increase to a D10 skill increase in the 4th-to-5th edition revision.

3) Pendragon -- Again, aside from adding a magic system, the new versions seem to have mostly changed by adding already existing supplements into the main rules.

4) Classic Traveller -- Naturally
smile.gif


5) Champions (sort of) -- The jump from the HERO system to Fuzion changed the game a lot for me. I gather it's Not Dead Yet, though.

<HR></BLOCKQUOTE>

Here's an even more interesting question:

If you took the average gamer in 2001 and found them a nice comfy low berth for 20 years, what will they recognize on the shelves in 2021?
smile.gif


Aside from the classics you've mentioned, I'll add:

a. the "Silhouette system" based games by DP9 (Heavy Gear, Gear Kreig, Jovian Chronicles, and Tribe 8), and MAYBE

b. the Warhammer RPG.

The first because it's slick, plays well, they have a very well developed set of milieu for their games, and lots of support material. The second because WH the miniatures game is THE CHOICE for the 10-20 year old crowd right now. They'll be the 30-40 year old with the disposable income in 20 years, and they'll love the "Classic" WH game...

Other thoughts?

AA
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by danejohnson:

As a sort of side note, I wonder if there are any efforts to generate some portable (XML based?) file formats for things like sectors and characters. I think it would be useful...
<HR></BLOCKQUOTE>

Haven't been reading the TML recently, eh? This is being discussed sporadically there, and has been (in the current go round) for about three months...
 
quote:
--------------------
Crocking the whole generation system just because it contained the possibility of death seems a little harsh. Is it just as distasteful if you change "death" to "forced mustering out"? Maybe you did something like puke on the Admiral's dress uniform or something instead of spacing yourself...
--------------------

I did something similar with a T4 character I rolled up (the character who would be later named T.C. Harrison). He flunked out of the Merchants Academy and rolled an Injury on his first (and only) term. Well, when I wrote the first entry of my chronicles, it states that he was fired. I treated the Injury not as a physical one but as an injury to his career.

Does anyone else do this?
(Please forgive me if the post looks weird. It's my first time.)


------------------
-J. Jensen
 
Maybe you did something like puke on the Admiral's dress uniform or something instead of spacing yourself...

I can't believe I threw up in front of Emperor Strephon...
Face it Flounder, you threw up ON Emperor Strephon

How the hell was I supposed to know she was the sector admiral's daughter? And its not like she was exactly unwilling. The last couple months I took to sewing my pants shut!

Based on these two pseudo quotes (name those movies), you can see the eventual fates (disappeared and insane asylum)
 
<BLOCKQUOTE>quote:</font><HR>Originally posted by MT++:
Maybe you did something like puke on the Admiral's dress uniform or something instead of spacing yourself...

I can't believe I threw up in front of Emperor Strephon...
Face it Flounder, you threw up ON Emperor Strephon

How the hell was I supposed to know she was the sector admiral's daughter? And its not like she was exactly unwilling. The last couple months I took to sewing my pants shut!

Based on these two pseudo quotes (name those movies), you can see the eventual fates (disappeared and insane asylum)
<HR></BLOCKQUOTE>

The first is Animal House, the second is familiar but for the life of me I can't place it.

Hunter
 
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