RolePlay onLine RPoL Logo

, welcome to Community Chat

01:17, 29th March 2024 (GMT+0)

What makes a good PnP RPG system?

Posted by u1timo
u1timo
member, 3 posts
Sun 30 Aug 2015
at 04:39
  • msg #1

What makes a good PnP RPG system?

If you were to buy a core book of an RPG, what are your expectations?
LonePaladin
member, 490 posts
Creator of HeroForge
Sun 30 Aug 2015
at 05:19
  • msg #2

What makes a good PnP RPG system?

It needs to have a brief summary of the core mechanics right at the beginning. I need to know if I'm going to need specialized dice, six-page character sheets, or a gridded battle-map and miniatures. Give me an idea of how long it takes to make a character, and how flexible the system is for off-the-wall ideas.

There needs to be an index in the back.

The layout has to be easy to read. Use a nice clear font, a consistent layout, and appropriate color matching (even if the book is black-and-white). If I have to squint at a sidebar to figure out what it says, it'll interfere with use at the table.

If the game is for an unfamiliar setting or concept, it needs numerous illustrations that indicate what it's selling. If it has custom races, give me pictures of them. If it's in space, show me planets and spaceships. Illustrate the weapons and other gear. Visual cues spark the imagination, so don't skimp on them.

Lastly, the book needs to be durable. If pages start falling out after three months, you need to fire your printer AND send me a new copy. Preferably, one from whoever you hire next.
GamerHandle
member, 796 posts
Umm.. yep.
So, there's this door...
Sun 30 Aug 2015
at 16:49
  • msg #3

What makes a good PnP RPG system?

Everything LonePaladin-above said.

If, someone who is already familiar with a few systems, can't open the book - and just jump-in and begin figuring-out what the system is about and how it works?  It has probably failed its mark.

To me, the key: define your terms.  The Index in the back, can include a glossary of terms (and probably should), but if you use a term/word; use is the same way every time, and attempt to avoid synonyms if you can.
shady joker
member, 1630 posts
Mon 31 Aug 2015
at 21:56
  • msg #4

What makes a good PnP RPG system?

 In this day and age, I expect a pdf version of the book included when I buy from the publisher. Drivethrurpg gives you the pdf version of a book when you buy a physical copy. It is not mandatory, but I prefer buying those books so I can view it on my computer while the hard copy is in the mail.
Piestar
member, 601 posts
once upon a time...
...there was a little pie
Wed 2 Sep 2015
at 12:39
  • msg #5

What makes a good PnP RPG system?

These days my pet peeves are games with a million books, so if I was going to lay down a fat fifty, I would want it to be as complete as possible.

Not necessarily the PHB and DMG in one, if I like it enough to GM, I'll buy a second book, but the core book needs to be complete, not referencing other books or requiring additional purchases just to play.

I am guessing from the thread title that you are asking for a bit more than just what a core book should contain though, what makes a good PnP RPG system is a bit more all-encompassing.

I'll start backwards, with things I've found that I didn't like, hopefully that will be helpful.

Character classes who play in other realms from the party: The cyber guy in the computer, the spirit guy in the happy hunting grounds, etc. RPoL is the place for characters like this, PnP, I assume, means face to face, I don't want to sit there for an hour while the other players are off having adventures I can't be part of.

Character classes who are at odds. Some want to reveal the secret to the world, some want to keep it hidden, that sort of crap. It's tough enough finding a party that can stick together without a built in reason for them to be fighting each other.

Too much (or too little) fluff. Some games I've played in have had such a rich and rigid story-line there was no place for the players to go. One even put out updated histories which could make everything your party had done obsolete. You either have to imagine it didn't happen or you can't use the new fluff. Conversely (and I am referencing first ed. Traveler here) almost no fluff at the all, the GM was pretty much expected to generate everything from scratch. Never had more fun rolling up characters, but the game was almost impossible to play.

Stopping here, I'll wait and see if any more input is requested...
DarkLightHitomi
member, 956 posts
Wed 2 Sep 2015
at 20:40
  • msg #6

What makes a good PnP RPG system?

Get rid of classes, or if you have them, do it PTU style and make them feat trees instead of integral part of the character.

There are few things I hate more than trying to create a character but being constantly told that it can't be made without combining six classes all of which give my character five times as much unwanted stuff and abilities as the desired stuff and abilities.

What if I want to be a stealthy sorcerer assassin? I should be able to build a character  around that concept rather than trying jury rig three different classes, one of which needs me to be level 7 which I'll never reach with a beginning character.
Sign In