A lot of systems can be heavily modified to fit most goals, and making a new RPG system is a terrible first project for a new game designer, but I've found that I usually get great results by building a specific system toward a specific campaign or setting. It cuts out all the unnecessary content and ensures the mechanics serve the themes. Also, I end up with a complete and total understanding of the system which helps as the GM.
I wouldn't reccomend building new systems, especially gigantic sprawling ones, to most GMs - it's just not necessary and you don't get as much benefit from making players learn new rules as they do from learning about an exciting new world or cast of characters. However, I'm a game designer - and I've found a lot of the campaigns I want to create benefit from custom-designed content.
Published systems often attempt to be catch-all, providing a broad and resilient experience for diverse settings, campaigns and so on. They can't afford to be as specifically tailored to exactly the setting and experience you want to run (if you have something less 'classic' in mind). The majority of them end up bloated with unnecessry classes or more general mechanics. In any case, RPGs are complicated enough that it's likely none will match your exact targeted experience perfectly. One skill check mechanic might be great for you, but their progression system might be emotionally dissonant.
-Dan Felder
The RPG Brain Trust group on Facebook is proving amazing, with a lot of quality material in the comments. Rather than let them languish, I'm going to repost some of the choicest ones here.
Monday, June 13, 2016
Goldilocks Systems
People look for other systems because the existing systems are missing something. They are looking for a Goldilocks system. One that meets the needs of their playstyle. For me the system that did that for years was Hero. It is one of the best and most flexable point based RPGs out there. There's literally nothing you can't do with the system. It takes a lot of work to run the system because you have to make everything from parts. Though that is easier with many books with equipment, monsters, NPCs etc. It's still a big system that has some long standing issues that will never be fixed. This is due to the rabid fanbase that resists ANY change to the underlying system. So my choice is to labor on with the system and try to fix it with a ton of houserules, or to reengineer the system and make it more like the game I wish it was. Cut out the annoying stuff, fix what needs fixing. The thing that keeps stopping me is that the world needs another RP system like it needs another version of D&D (ie it doesn't).
-Jenevieve DeFer
-Jenevieve DeFer
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