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2022-02-17
RPG System Preferences
There is no one-size-fits-all when it comes to RPG rules. Some things people might prefer are:
- Tactical and crunchy or reality-simulating combat
- Extensive character creation
- Detailed character progression
- Niche protection
- Specialised skills and skill trees
- Levels
And for each of those someone else wants the exact opposite or something in between.
Sub-System Example: Choosing a Character Class
My OSR character generator picks a random character class. I've been asked a few times to make it less random and more, uhm, realistic, I guess. Choosing like a person would. The problem is that people choose in very different ways. I've asked around to see if I can find some useful rules of thumb to build a heuristic around. These are some of the answers I've received on how people choose class:
- Complementing the group (which is of course impossible to implement in a character generator unless you generate a full party at once)
- Always picking the fighter because it's the simplest to play
- Going for the class where ones abilities fit the best (but what do you do when you have both high DEX and high WIZ? Elf, Thief, or Cleric?)
- Always picking a spell caster, because that's fun
- Anything but the Thief
- Anything but the Halfling
- Fighter or Dwarf, because both of those get high hit points and are cool
- Preferably Cleric, but that depends on the exact system: whether you get a spell at the first level, whether Turn Undead is a spell or ability.
The RPG world, as any other hobby, is filled with different preferences. This example is just a tiny portion of a very simple genre of rules and it's still mildly controversial.
-- CC0 Björn Wärmedal