Gaming Preferences

From benscondo.wiki-rpg.com
Revision as of 04:01, 30 December 2010 by Edmiao (Talk | contribs)

Jump to: navigation, search

The purpose of this page is to find out what people like about games. It is a collection of gaming meta-information which can be used for whatever makes sense. I plan on referencing it heavily and possibly integrating it into a game at some point. This page can hopefully develop into a resource we can all reference.

What this page is not about is debate and argument. No matter what you post I will not argue (not even with Gabe (ok maybe with Gabe (seriously I wont even argue with Gabe))) and I request that you do not either. I (and anyone else who cares to as well) may ask clarifying questions, even very pointed and direct ones, but these are not meant as an attack, argument or statement of value (or lack thereof).

Another thing which does not belong here is 'I dont like x about game y'. This page is specifically about what you do like and that alone. It is allowed to say 'I like quality x about game y except in situation z'. For example you might say 'I enjoy the capricious dice rolling of Rolemaster character generation, but I dont think it would make for a very good actual game except in limited circumstances.'

What I am asking about here are system related preferences, so please be very specific about which system and what mechanic you are referring to. I have organized the remainder of the page into sections, and if they grow large enough they will get their own individual pages. If there is interest I can also make a page for play style related commentary, such as what play styles people like.

Remember everyone Please be as specific as possible.

Setting

Use this section to describe which settings you like and why. If there is enough interest I can divide this into genre specific sections.

--Gameadmin 20:02, 29 December 2010 (MST)I like the gritty, dark fantasy of WHFRP in all of its iterations. The many career choices make the setting come alive, even the ones no one ever picks really help color the world.
--Gameadmin 20:02, 29 December 2010 (MST)I like the familiarity of canned settings like Star Trek. I never know how important it can be for everyone to already know the little details. There is no need to explain what a dilithium crystal is or what a Cardassian looks like. It really helps get everyone in to the 'shared hallucination' which brings the game to life.
--Gameadmin 20:02, 29 December 2010 (MST)I like the impending doom in Call of Cthulhu and how there is always something under the surface.
Edmiao interesting point about the shared familiarity. i think that is why i was always a bit lost in WHFRP, because everyone else knew the game world better than I did. that said, i liked the gritty dark fantasy feel of it a lot.
Edmiao somehow intricate plots were always beyond me. maybe i was too tired late at night. I think in later games the airhead character suited me because it allowed me to plow through the game world kind of oblivious to the really deep scheming plots.


Character Generation

Use this section to describe which aspects you like about which games character creation systems. This includes anything game related that happens before you actually start playing the game with other players.

--Gameadmin 20:23, 29 December 2010 (MST)I really enjoy character generation in Hero. It is like solving a puzzle, each one unique. There are so many options that you can always find a way to make your character an individual. In a way it gives you, the player, a separate game to play over and over, every time you get experience or make a change. Making new characters really is engaging.
--Gameadmin 20:23, 29 December 2010 (MST)In theory I like the card drawing aspect of making characters in Deadlands, but in practice it is wildly unpredictable and is not an asset.
--Gameadmin 20:23, 29 December 2010 (MST)I like the idea of creating a house in A Song of Ice and Fire.
Edmiao i love character generation in hero as well. Agree that its like solving a puzzle and is very engaging. spending xp in hero is very fun as well, 1-5 points in wierd things can add a lot of flavor to a character.

Skills Resolution

Use this section to describe what you like about skills resolution outside of combat. Generally, this is anything which happens in 'narrative time'.

--Gameadmin 20:36, 29 December 2010 (MST)I like the unified dice mechanic of WHFRP 3rd ed. It is so easy, straightforward and fun. It makes so much sense and is adaptable to a great many situations.
--Gameadmin 20:36, 29 December 2010 (MST)I like the multiple dice and their implementations in Deadlands 1st and 2nd edition, better in 2nd. I also like how chips give the characters life and allow danger to be palpable without breaking the game.
--Gameadmin 20:36, 29 December 2010 (MST)I like how fast World of Darkness 3rd edition plays, especially with skills.
--Gameadmin 20:36, 29 December 2010 (MST)I like how courage works in Star Trek, allowing players to have influence over situations without controlling them.

Combat

Use this section to discuss any game aspects specifically dealing with action that occurs in 'combat time'.

--Gameadmin 20:46, 29 December 2010 (MST)I like how fast and deadly combat is in Cyberpunk.
--Gameadmin 20:46, 29 December 2010 (MST)I think there is a lot of genius in Hero combat (mostly the different options and attack types), but it has such a high learning curve and requires so much knowledge on the part of the players that I think for many games it is not worth the effort.
--Gameadmin 20:46, 29 December 2010 (MST)I like how cards determine initiative in Deadlands 1st and 2nd ed, and how the chips and dice work well to make the world dangerous but playable.

Roleplaying

Use this section to discuss game aspects that deal specifically with roleplaying focused elements. This includes systems and system rewards.

--Gameadmin 20:49, 29 December 2010 (MST)Social intrigues in A Song of Ice and Fire look really cool, but I havent tried them in real life so I dont know if they work.
--Gameadmin 20:49, 29 December 2010 (MST)he idea of keeping a die when you yield in Dogs in the Vineyard is a good one, but in practice it doesnt seem to mean as much as I would hope.

Advancement

Use this section to discuss character advancement related elements. This is about gaining and spending experience.

Other

Include anything here that does not fit elsewhere.

Edmiao i just enjoy hanging with my homies on a friday evening. ah, those were the good old days.