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Systems other than d20

Started by Lmns Crn, October 03, 2006, 01:26:20 PM

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Lmns Crn

I've gradually become disillusioned with the class-and-level model of gaming. I have really thought over the idea of abandoning it for quite some time, but I don't really want to write a system from scratch. Curious about other options, I asked some people about other game mechanic systems.

One of the more interesting responses I got was The Window. I've spent the last half hour reading through the system in its entirety (yes, it's that concise), and I'm pretty intrigued by its freeform nature.

Two things:

1. Give it a readover, and let me know your impressions. Personally, I'd love to try it out sometime.

2. Talk about a few other alternative systems you have experience with. Personally, I'm looking for something that goes well with the Jade Stage, but that doesn't mean we have to limit this discussion along those lines. Far better to have a good sense of what's out there, what's available.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Xathan

Reading over window, I have mixed reactions. Part of the problem with the system is a concrete reward system - there is no concrete way to advance your character. While that is not nessicarily a bad thing, it still does limit the enjoyment for some people. The other problem is internal balance - there is no reason someone can't discribe a character in such a way to have d6's for most of their abilities, or even more realistically d8 (for those of you who are reading this but haven't read windows yet, lower rolls are better, and a d6 means you will never fail in a skill check. Average abilities are d12, meaning you have a 50% chance of succeeding.) However, the system does offer amazing flexibility and forces the actors (Window's term for players) to think creatively. Another flaw I see with it is the realities of handling a fantasy environment: if you are playing a magic wielding swordsman, who is a world renowned swordsman (d6) and a average ability mage (d12) and you wanted to strike your foe with a blade created and guided by your magic, would you roll a d6, a d12, or would you roll a d12 twice to deterimine if you were able to create and use the blade, and then the d6 on the opposed roll to see if you hit, or what? I'm going to give the system a more throughough look over, but my initial conclusion is that the system is excellent for a troupe of experienced actors with a storyteller who is quick on his feet mentally. I'd really have to try it out before I judge it any futher.

As for other systems, I've played a lot. I really like the World of Darkness system by White Wolf, which offers a lot of flexibility and openess and does encourage storytelling more than number crunching, but it would require making an entirely new system for each world, which is more effort and time than most people have. The Exalted system, again by White Wolf, has similar benifits and flaws. Mutants and Masterminds is a wonderful, flexible, and mostly OGC system that only uses a single d20. The flaw in the system is that people become rediculously powerful rediculously quickly, and it is structured mainly for a superhero game: other games don't work nearly as well with it. (exclusing fantasy and sci-fi with superhero-like elements.)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
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System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Xathan

And I just found the optinals section of the system. Now I  have even less objections to Windows. :)
AnIndex of My Work

Quote from: Sparkletwist
It's llitul and the brain, llitul and the brain, one is a genius and the other's insane
Proud Receiver of a Golden Dorito
[spoiler=SRD AND OGC AND LEGAL JUNK]UNLESS OTHERWISE NOTED IN THE POST, NONE OF THE ABOVE CONTENT IS CONSIDERED OGC, EXCEPT FOR MATERIALS ALREADY MADE OGC BY PRIOR PUBLISHERS
Appendix I: Open Game License Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.
1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.
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7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.
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9. Updating the License: Wizards or its designated Agents may publish updated versions of this License. You may use any authorized version of this License to copy, modify and distribute any Open Game Content originally distributed under any version of this License.
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15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.
Fudge 10th Anniversary Edition Copyright 2005, Grey Ghost Press, Inc.; Authors Steffan O'Sullivan and Ann Dupuis, with additional material by Jonathan Benn, Peter Bonney, Deird'Re Brooks, Reimer Behrends, Don Bisdorf, Carl Cravens, Shawn Garbett, Steven Hammond, Ed Heil, Bernard Hsiung, J.M. "Thijs" Krijger, Sedge Lewis, Shawn Lockard, Gordon McCormick, Kent Matthewson, Peter Mikelsons, Robb Neumann, Anthony Roberson, Andy Skinner, William Stoddard, Stephan Szabo, John Ughrin, Alex Weldon, Duke York, Dmitri Zagidulin
System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Mutants and Masterminds Second Edition Copyright 2005, Green Ronin Publishing; Steve Kenson
Fate (Fantastic Adventures in Tabletop Entertainment) Copyright 2003 by Evil Hat Productions, LLC. Authors Robert Donoghue and Fred Hicks.
Spirit of the Century Copyright 2006 by Evil Hat Productions, LLC. Authors Robert Donoghue, Fred Hicks, and Leonard Balsera
Xathan's forum posts at http://www.thecbg.org Copyright 2006-2011, J.A. Raizman.
[/spoiler]

Soup Nazi

Often the choice of gaming system, comes down to the type of game one actually wants to play. Certain systems work better for certain styles. I myself loved Ars Magica (1st edition; I am not familiar with any of the editions that have come since) for any type of high magic fantasy game, while Castle Falkenstien (not the gurps version), for victorian age/steam punk), WoD works fantastic for any modern setting (even those not based in horror), and the old school CoC (the percentile based one; not d20 for the love of all that is unholy), is marvelous for almost anything with a dark sinister feel.

I have come to realize over the years, that learning and teaching new gaming systems requires the full support of your players, and if they are not particularly interested in making the time investment, its not worth bothering. I have also found that it is crucial for the system one is implimenting, for the players to have full access to it, which often makes published settings (which everyone can buy a copy of) far easier to teach than anything one can homebrew (no matter how good it might be). For an experienced player, it is so much easier to be able to read the material at their own pace, and figure out the system on their own (with guidance as needed), than it is for you to teach them without their own reference.

Like Alex said, WoD is great, but it requires support material, because the core rules do not actually tackle anything supernatural, and Exalted (while also quite good from a rules perspective) is so completely intertwined with the setting, that the rules make no sense what-so-ever if you try to divorce them from the pre-published campaign setting.

On the plus side you can usually find Ars Magica (which I think you might fall in love with Crayon), on ebay for almost nothing. It was written by the same guy who eventually wrote Mage the Ascention, and Vampire the Masquerade (but it predates White Wolf). It won numerous Origins Awards back when it came out, including game of the year, and functions much like 1st ed Mage the Ascention, without being tied to the metaplot of the old world of darkness.

Something to consider at least.

-Peace Out-
The spoon is mightier than the sword


Captain Obvious

I like the Toon system. d6's and d66's only. No levels or classes. You can make anything almost. This opens up the abillity to powergame, but since it'sa comedy setting, no one does. And there is no experience, but you can gain points to add to your skills or to gain new Schticks (special abbilities) by good roleplaying, completing important adventure bits, and being funny (for this last bit, the rule was that if you can make the Annimator [DM] or some players laugh significantly through something you do, you get an equivalent amount of new skill points).

Also, i love the fact that is you want to do something that is physically impossible, you have to fail a Smarts check first (i.e. not realise you're running over a canyon).
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The Age of Kings: My main CS(Comments and Criticism welcomed)
Shadows of the Last Alliance: My PbP game\'s CS (Not much written here yet)
...As it is in Heaven: My newer CS (currently mostly just brainstorming)
Vorsatz: my newest setting.[/spoiler]
[spoiler=Quotes]
\"We cross our bridges when we come to them and burn them behind us, leaving only the memory of smoke and the presumption that once our eyes watered.\" -Samuel Beckett
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"Pig's lips meet my lips,
Pig's Stomach meets my stomach,
A meeting of meats."
- Anonnymous hotdog haiku.[/spoiler]
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Lmns Crn

Quote from: DementiaReading over window, I have mixed reactions. Part of the problem with the system is a concrete reward system - there is no concrete way to advance your character. While that is not nessicarily a bad thing, it still does limit the enjoyment for some people.
The other problem is internal balance - there is no reason someone can't discribe a character in such a way to have d6's for most of their abilities, or even more realistically d8 (for those of you who are reading this but haven't read windows yet, lower rolls are better, and a d6 means you will never fail in a skill check. Average abilities are d12, meaning you have a 50% chance of succeeding.)[/quote]However, the system does offer amazing flexibility and forces the actors (Window's term for players) to think creatively.[/quote]Another flaw I see with it is the realities of handling a fantasy environment: if you are playing a magic wielding swordsman, who is a world renowned swordsman (d6) and a average ability mage (d12) and you wanted to strike your foe with a blade created and guided by your magic, would you roll a d6, a d12, or would you roll a d12 twice to deterimine if you were able to create and use the blade, and then the d6 on the opposed roll to see if you hit, or what?[/quote]I'm going to give the system a more throughough look over, but my initial conclusion is that the system is excellent for a troupe of experienced actors with a storyteller who is quick on his feet mentally. I'd really have to try it out before I judge it any futher.[/quote]I'm basically really intrigued, and I want to try it out, for sure.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

Epic Meepo

While the Window is a noble effort, I'd have to say I'm not too sure about its merits. The whole idea of replacing numbers with adjectives that just happen to have numbers attached to them is rather asinine. Also, I don't measure paperwork by how much information I must record, but by how many times I must reference a character sheet during play, and since you have to check your competence in various skills and adjust your health as you take damage, the Window is about par for the course when it comes to referencing paperwork.

The Window, like most free-form RPGs, does allow for more description and less reliance upon rules-lawyering to resolve actions. But using fewer rolls during play does not necessarily free one from any of the inherent drawbacks of RPG rules in general. So long as results are determined by random rolls, the system is necessarily shackled by the laws of probability. If I'm going to play a game where probability influences the course of the story, you'd better believe I want a rules set where the probabilities have been rigorously analyzed and properly nuanced.

Too many free-form RPGs assume that mechanics with simplified probabilities somehow equal satisfactory action resolution, but I usually find the opposite to be true. A system of action resolution by random number generation only works well when you carefully consider how the numbers will impact your story, thus avoiding unanticipated pitfalls. Anything less is like baking a cake with random ingredients because taking the time to read the recipe takes time away from the actual experience of cooking; yes, you get more actual cooking done, but you're much more likely to find that something you do leads to an unexpected and unfavorable result.

When it comes to free-form roleplaying, I've always been of the opinion that one should just do some actual free-form roleplaying, not kinda-sorta free-form roleplaying with kinda-sorta probabilitic rules. If you want rules, go all out and define things clearly. If you don't want rules, go all out and drop rules altogether. When I'm playing free-form and have a character who's good with a sword and okay with magic, I can generally figure out how often he should succeed when using either without needing to assign dice to anything. Based on other knowledge about the character, I also have a feel for how often he'll be injured in combat, and I can figure out when, during the course of the narrative, it would make sense that he sustains injury. The only real free-form RPG is improvisational acting/storytelling; anything else is just a wimpy rules set that fails to live up to its full potential.
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[spoiler=OPEN GAME LICENSE Version 1.0a]OPEN GAME LICENSE Version 1.0a
The following text is the property of Wizards of the Coast, Inc. and is Copyright 2000 Wizards of the Coast, Inc ("Wizards"). All Rights Reserved.

1. Definitions: (a)"Contributors" means the copyright and/or trademark owners who have contributed Open Game Content; (b)"Derivative Material" means copyrighted material including derivative works and translations (including into other computer languages), potation, modification, correction, addition, extension, upgrade, improvement, compilation, abridgment or other form in which an existing work may be recast, transformed or adapted; (c) "Distribute" means to reproduce, license, rent, lease, sell, broadcast, publicly display, transmit or otherwise distribute; (d)"Open Game Content" means the game mechanic and includes the methods, procedures, processes and routines to the extent such content does not embody the Product Identity and is an enhancement over the prior art and any additional content clearly identified as Open Game Content by the Contributor, and means any work covered by this License, including translations and derivative works under copyright law, but specifically excludes Product Identity. (e) "Product Identity" means product and product line names, logos and identifying marks including trade dress; artifacts; creatures characters; stories, storylines, plots, thematic elements, dialogue, incidents, language, artwork, symbols, designs, depictions, likenesses, formats, poses, concepts, themes and graphic, photographic and other visual or audio representations; names and descriptions of characters, spells, enchantments, personalities, teams, personas, likenesses and special abilities; places, locations, environments, creatures, equipment, magical or supernatural abilities or effects, logos, symbols, or graphic designs; and any other trademark or registered trademark clearly identified as Product identity by the owner of the Product Identity, and which specifically excludes the Open Game Content; (f) "Trademark" means the logos, names, mark, sign, motto, designs that are used by a Contributor to identify itself or its products or the associated products contributed to the Open Game License by the Contributor (g) "Use", "Used" or "Using" means to use, Distribute, copy, edit, format, modify, translate and otherwise create Derivative Material of Open Game Content. (h) "You" or "Your" means the licensee in terms of this agreement.

2. The License: This License applies to any Open Game Content that contains a notice indicating that the Open Game Content may only be Used under and in terms of this License. You must affix such a notice to any Open Game Content that you Use. No terms may be added to or subtracted from this License except as described by the License itself. No other terms or conditions may be applied to any Open Game Content distributed using this License.

3.Offer and Acceptance: By Using the Open Game Content You indicate Your acceptance of the terms of this License.

4. Grant and Consideration: In consideration for agreeing to use this License, the Contributors grant You a perpetual, worldwide, royalty-free, non-exclusive license with the exact terms of this License to Use, the Open Game Content.

5.Representation of Authority to Contribute: If You are contributing original material as Open Game Content, You represent that Your Contributions are Your original creation and/or You have sufficient rights to grant the rights conveyed by this License.

6.Notice of License Copyright: You must update the COPYRIGHT NOTICE portion of this License to include the exact text of the COPYRIGHT NOTICE of any Open Game Content You are copying, modifying or distributing, and You must add the title, the copyright date, and the copyright holder's name to the COPYRIGHT NOTICE of any original Open Game Content you Distribute.

7. Use of Product Identity: You agree not to Use any Product Identity, including as an indication as to compatibility, except as expressly licensed in another, independent Agreement with the owner of each element of that Product Identity. You agree not to indicate compatibility or co-adaptability with any Trademark or Registered Trademark in conjunction with a work containing Open Game Content except as expressly licensed in another, independent Agreement with the owner of such Trademark or Registered Trademark. The use of any Product Identity in Open Game Content does not constitute a challenge to the ownership of that Product Identity. The owner of any Product Identity used in Open Game Content shall retain all rights, title and interest in and to that Product Identity.

8. Identification: If you distribute Open Game Content You must clearly indicate which portions of the work that you are distributing are Open Game Content.

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11. Use of Contributor Credits: You may not market or advertise the Open Game Content using the name of any Contributor unless You have written permission from the Contributor to do so.

12 Inability to Comply: If it is impossible for You to comply with any of the terms of this License with respect to some or all of the Open Game Content due to statute, judicial order, or governmental regulation then You may not Use any Open Game Material so affected.

13 Termination: This License will terminate automatically if You fail to comply with all terms herein and fail to cure such breach within 30 days of becoming aware of the breach. All sublicenses shall survive the termination of this License.

14 Reformation: If any provision of this License is held to be unenforceable, such provision shall be reformed only to the extent necessary to make it enforceable.

15 COPYRIGHT NOTICE
Open Game License v 1.0 Copyright 2000, Wizards of the Coast, Inc.

System Reference Document Copyright 2000-2003, Wizards of the Coast, Inc.; Authors Jonathan Tweet, Monte Cook, Skip Williams, Rich Baker, Andy Collins, David Noonan, Rich Redman, Bruce R. Cordell, based on original material by E. Gary Gygax and Dave Arneson.

Modern System Reference Doument Copyright 2002, Wizards of the Coast, Inc.; Authors Bill Slavicsek, Jeff Grubb, Rich Redman, Charles Ryan, based on material by Jonathan Tweet, Monte Cook, Richard Baker, Peter Adkison, Bruce R. Cordell, John Tynes, Andy Collins, and JD Walker.

Swords of Our Fathers Copyright 2003, The Game Mechanics.

Mutants & Masterminds Copyright 2002, Green Ronin Publishing.

Unearthed Arcana Copyright 2004, Wizards of the Coast, Inc.; Andy Collins, Jesse Decker, David Noonan, Rich Redman.

Epic Meepoââ,¬â,,¢s forum posts at www.thecbg.org Copyright 2006-2007, E.W. Morton.

Cebexia, Tapestry of the Gods Copyright 2006-2007, the Campaign Builder's Guild.[/spoiler]

Lmns Crn

QuoteThe whole idea of replacing numbers with adjectives that just happen to have numbers attached to them is rather asinine.
I'm not sure asinine is the word I'd use. I mean, no, they didn't eliminate numbers. But it is a step toward ensuring that the numbers are derived from the characters, and not the other way around.

As for the rest, I'll chalk it up to a difference in playstyles. Obviously, the Window (and systems like it) are not for everyone. Personally, I am comfortable including probablity without placing probability under the microscope, but I fully except that not everyone agrees with me there. I don't know that unexpected results equate to unsatisfactory results, or that more complex probability systems are more effective. Maybe they are. But I know d20 isn't quite what I'm looking for all the time, and I'm willing to give other options a try.
I move quick: I'm gonna try my trick one last time--
you know it's possible to vaguely define my outline
when dust move in the sunshine

snakefing

I'll take a look at this in a little, but just a quick question.

Have you ever looked at FUDGE? I've not played it, but it is fairly straightforward and over the years I've heard from a number of enthusiasts.
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Epic Meepo

Quote from: Luminous Crayon...they didn't eliminate numbers. But it is a step toward ensuring that the numbers are derived from the characters, and not the other way around.
I don't know that unexpected results equate to unsatisfactory results, or that more complex probability systems are more effective.[/quote]I know d20 isn't quite what I'm looking for all the time, and I'm willing to give other options a try.[/quote]
I do agree with that sentiment.

I'm just iffy about the Window; it hasn't convinced me that it has any features that make it more useful than X (where X is any other free-form RPG). To impress me, a free-form RPG needs to do something really clever, because I'm comparing its rules to no rules at all. Given a mature gaming group, no rules almost always win over scant rules.
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SA

These days, I use four systems:

D20, although only when DMing Iron Heroes, as I am personally not a fan of the system.  In my mind, the very idea of "levelling up" seems almost counter-intuitive to the idea of experience.

GURPS; I've only just started using it, and it can require a lot of bookwork, but its realism is unparalleled, and for the gritty, harsh games I often run it's an appropriate vehicle.

NOBILIS, which really only works for the specific setting it is presented with, but is also diceless without being ruleless.  Besides, the setting is frickin' shweet!

And straight-up totally freeform diceless roleplaying, which may be necessary for Tammurand, as I doubt any ruleset will ever succeed in providing a framework for the insanity that the setting contains.

Elven Doritos

As (Xathan? Dementia? Aw,screw it) Xathan said, Mutants & Masterminds accomplishes this pretty well, and it's a relatively balanced system that allows for high-octane excitement and virtually any play style for fantasy and superheroic gaming-- it has its own limitations, but it's a solid system.

You can adjust the 'power level' of an individual game to fit your needs, whether you want low-powered realism or extremely high-powered (and I mean it-- you can do almost anything with enough of the character-creation points, including lift upwards of 50,000 tons, travel well beyond lightspeed, and much much more).

The combat system focuses on non-lethal combat, but it also features rules for lethal damage. It's not everyone's cup of tea, but it's something worth at least looking at.
Oh, how we danced and we swallowed the night
For it was all ripe for dreaming
Oh, how we danced away all of the lights
We've always been out of our minds
-Tom Waits, Rain Dogs

Thanuir

Window is not particularly good at what it does. Shows its age.

Risus, by S. John Ross, is like Window, but better. T works for genres other than pure comedy with minor tweaks.

FATE, by the Evil Hat Productions, is a good, yet quite rules-light, game. Aspects are especially ingenius.

Anydie, by me, is another simple RPG.

As is Pair o' Dice. By "Shimeran" from RPG.net, whose name I don't know.

khyron1144

I've played a lot of systems at least once.

Ones I'd go back to if I could find anyone to play with:

original World of Darkness.  The new one's got pretty shiny books, but the old one has more books in my library and a better level of system memoorization on my part.  I can honestly create a Vampire: the Masquerade character from memory without consulting books, until I need to actually check what level X in discipline Y does.

DC Heroes.  It doesn't do any genre other than superheroes well, but superheroes it does really well.  It's classless and skill-based.  Power selection is so wide that it's not hard to adapt any character you're familiar with from comics into the system's terms, even non-DC ones (Spiderman has Cling and Precognition with certain limits for the Precognition, just to throw out a random example).

Pre-3e D&D.  Okay, you either love it or hate it.  I love it.  Every unholy abomination from 3e is absent.  While powergaming and min-maxing are possible, the insane character optimization that 3e's combination of feats, expected magic equipment per level, and open multiclassing encourage is gone.
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SilvercatMoonpaw

I'm a little confused on something: Do you hate d20 because it uses a certain die type, or because you associate it with class-and-level systems?  Mutants&Masterminds is d20 without classes and levels (it has something called Power Level, but that's just a way of determining relative ability between characters and is not an advancement scheme).  Unfortunately this is the only system other than 3.5 D&D that I've played and so it's the only one I can recommend from experience.

In my opinion "story-centric" low-rules systems like Window miss an important point about collaborative story building and its story-centric nature: it's better not to define a character's capabilities too much until they actually come up.  Having played very freeform games for quite a while now I can actually say that this is an important aspect of what happens: the situations that their original abilities could be used in never come up, but they have to respond to what does happen and often require some reworking of their capabilities.  When said capabilities are predefined and unchangable you have lost any possibility of changing them to conform to the needs of the story.  This is a limitation that I believe all games systems should be accutely aware of.

Another thing is that I actually like it when systems somehow define my character for me.  I've started to find this whole "background your character out" mentality to be a little stifling: when I first meet a character in a story do I know anything about them?  Probably not.  Instead they unfold as the story progresses.  I prefer to play my game characters that way because then I can fit them to the needs of the story rather than sitting around waiting for a situation to come up which I can tie my background to.
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