What makes a good RPG?
Fun.I know that sounds like a flippant answer, but it's not. The tagline for my blog is "The Proof is in the Fun". I can point out things I SEVERELY dislike about my two favorite RPGs (Marvel SAGA and Savage Worlds), but I have more fun with them than any other games I've ever played or ran.That said, a certain amount of clarity in the writing and professionalism in the editing goes a very long way. Discussing things like Rules Lite vs Rules Heavy is a fool's game, because of varying preferences and tastes.Tiffany Gray
I am looking for something more complex too Tommy. The rules argument is pardon the pun played out.Stephanie McAlea
The setting. A good rpg is all about the fluff. You can swap out the rules but keep the setting but do it the other way around its just hollow text in my view.Tiffany Gray
Is that true? There are lovers of Savage Worlds and even some people like GURPS smile emoticonStephanie McAlea
But without a setting attached, what are they?Tommy Brownell
Toolkits. For all the folks that devour every new Deadlands release, you have another guy that just wants the rulebook and companions so they can kitbash something together.Derek Stoelting
Inspiration. What does the product do to inspire me to buy and play the game? Amazing art? Wicked words on the page? Awesome layout that makes not awesome art or writing better? I want to feel alive and energized and I don't think there's a single answer to your question. =]John Griffiths
RPGs with no setting are sandbox/toolkits. Very useful IMO.Tiffany Gray
oh btw I do agree setting matters in my book. I would not have SW for example if they hadn't done Lankmare or Traveller 5 if the Imperium wasnt around. Settings and modules etc are were the money is at. Splatbooks are good but D1-3 was the best ever introduction to Drow elves. HotOE and other large campaign settings made COC.Owen Wylde
Rule sets: Clarity of the writing, consistency of the rules, no recursion or logical loops (not loopholes), simple enough that a non gamer can get the general idea of how things go, yet with enough detail to allow GM and players to do what they expect in a setting. Playing: Everyone at the table has fun and is/was satisfied with how things go/went.
Matt Miller
It's a balance between the RPG you want to play, and an RPG other people are willing to play. A good base mechanic is pretty critical. There are a million D20 games out there for a reason--the SRD makes it easy to make a game. I recall being unimpressed with both Deadlands and 7th sea in that regard--the abilities and skills were a little unbalanced.
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