So I think an area that we may be confused on is what is meant when saying we want an engaging or involving system.
With the huge variety of game styles out there, what each player wants to experience and what each GM wants to offer can change drastically. Not to say any one type of game is better than the other though.
I know for my players, story involvement is key, while combat comes 2nd if not last. They would much rather be solving puzzles in a dungeon than fighting minions every session. Not to say combat never pops up.
Others I know play almost exclusively for combat. Grinding for higher levels, gear, and abilities is what they live for. Once puzzles or NPCs come into play, they are suddenly quiet or on their phone.
So, they question is: Who do you want the system to appeal to most?
Do you want a crunchy system with deep involved character generation to appeal to the min-maxing power gamers and munchkins? Or a more narrative driven system that focuses on character development instead of stats, puts emphasis on RP instead of combat, and appeals to the Thespians and story seekers?
Hero system is a good example of a crunchy system, as everything in it is geared toward combat and has one of the best damage rules I've seen.
But systems like gumshoe, fate, and amber have proven that good systems don't need to be drowned is stats and die rolls. (Amber doesn't even use dice)
Generic systems like SW and GURPS do a pretty good job at letting the GM decide how the game is played, with GURPS being on the crunchier side of things.
So, I don't think its impossible to have both a deep set of rules for character advancement as well as rules that encourage RP. But I do think that it's hard to balance them well, and in turn that makes it daunting to GM and play.
I think examples of well balanced games are L5R, SW, Pathfinder(d20 3.5), and mongoose traveller. To name a few.
So, what do you all think? What type of game are you hoping to run with this system? Because once that's settled, it will be easier to decide what direction to take the dice and leveling system.
With the huge variety of game styles out there, what each player wants to experience and what each GM wants to offer can change drastically. Not to say any one type of game is better than the other though.
I know for my players, story involvement is key, while combat comes 2nd if not last. They would much rather be solving puzzles in a dungeon than fighting minions every session. Not to say combat never pops up.
Others I know play almost exclusively for combat. Grinding for higher levels, gear, and abilities is what they live for. Once puzzles or NPCs come into play, they are suddenly quiet or on their phone.
So, they question is: Who do you want the system to appeal to most?
Do you want a crunchy system with deep involved character generation to appeal to the min-maxing power gamers and munchkins? Or a more narrative driven system that focuses on character development instead of stats, puts emphasis on RP instead of combat, and appeals to the Thespians and story seekers?
Hero system is a good example of a crunchy system, as everything in it is geared toward combat and has one of the best damage rules I've seen.
But systems like gumshoe, fate, and amber have proven that good systems don't need to be drowned is stats and die rolls. (Amber doesn't even use dice)
Generic systems like SW and GURPS do a pretty good job at letting the GM decide how the game is played, with GURPS being on the crunchier side of things.
So, I don't think its impossible to have both a deep set of rules for character advancement as well as rules that encourage RP. But I do think that it's hard to balance them well, and in turn that makes it daunting to GM and play.
I think examples of well balanced games are L5R, SW, Pathfinder(d20 3.5), and mongoose traveller. To name a few.
So, what do you all think? What type of game are you hoping to run with this system? Because once that's settled, it will be easier to decide what direction to take the dice and leveling system.