Yesterday it happened again. While discussing possible future roleplaying settings a member of my group associated such a change of story to also imply a change of system.
- GURPS – This rules-deep game has stood the test of time and has ready-made options for almost anything you would need in print.
- FATE – This rules-shallow game (developed from FUDGE) has been morphed into several incarnations and plays very well for those of you who prefer story to rules.
- HERO SYSTEM – This game system has also stood the test of time but is perhaps the biggest ask for a GM to utilise because it is totally customisable.
- 6D6 – new on the market but wonderfully rules-lite and totally committed to being “for players, by players”, this system is worth a look if you don’t mind printing and chopping up cards.
My friends, go forth and play! Go and build the most wondrous, imaginative stories and stop faffing about with the rules.
Thanks for mentioning 6d6.
Well, all the many systems sitting on the shelf, I really should try to use them!
So far, won over by GURPS. So might use that as the system – just need a setting. And need to see the rules on Space, ships, high and low tech, fantasy, magic and psionics to fully make my mind up!
But what to run all depends on the players!
I’m surprised you’ve not mentioned Savage Worlds as a generic system with an abundance of settings and a tendency to minimize game prep via Plot Point books and the like.
@tregenza: You’re welcome!
@sean: To be honest, although I have tried Savage Worlds I never really got into it. It’s good but not one I have invested in heavily because others work for me better. 🙂