Gaming Preferences
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.
Contents
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.
--Gdaze 12:18, 3 January 2011 (MST) Way to miss the point Ed, haha. I'm going to be specific as possible, but a bit vague as well. I like established systems because this takes some pressure of the GM, and allows the characters to do a bit of outside reading. This saves the trouble of the "You've been living in this world but don't know anything about it" that a lot of Japanese console RPGs suffer from.
--Gdaze 12:18, 3 January 2011 (MST) I love the WHFRP setting as well as the 40k one, both for the same reasons that they are well established and I like their feel overall.
--Gdaze 12:18, 3 January 2011 (MST) Warmachine - Great steampunk setting, love how the humans fight each other more then anything else in the world. Each side has a good feel.
--Gdaze 12:18, 3 January 2011 (MST) Darksun - Love this PA fantasy game, very interesting setting but doesn't work very well with D&D type rules.
--Gdaze 12:18, 3 January 2011 (MST) Shadowrun - Never really played it, but I think it has a neat setting.
--Gdaze 12:18, 3 January 2011 (MST) Forgotten Realms - I like typical fantasy as well, a world created just for adventures.
--Dieter the Bold 23:26, 11 February 2011 (MST) As much as I had fun in Matt's WHFRP campaign, I have to say that I prefer standard published settings or original sandbox settings over altered published settings. I've been having an enormous amount of fun with the Star Trek setting (as published w/ some differences in history only) and loved Ben's Amour setting (totally original). WHFRP is great for dark fantasy. I totally agree with Gabe on Forgotten Realms for high fantasy. Call of Cthulhu is always fun in seeing just how far you can sleuth without going insane or getting devoured. Cyberpunk is solid, but I'd take Space Opera or PA over it.
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.
--Gdaze 12:22, 3 January 2011 (MST) WHFRP 3rd (sorry should have put that before). Fast, easy, and people can be ready to play in under an hour.
--Gdaze 12:22, 3 January 2011 (MST) WH40KRP - All of them really, I like choosing each path, and is fairly quick except for when it comes to getting equipment in Rogue Trader.
--Gdaze 12:22, 3 January 2011 (MST) Mutants & Masterminds D20 ed. - I haven't actually played this, but character creation seems very geared towards making supers. Besides a slight problem with the limits and one stat affecting another, seems fairly easy.
--Gdaze 12:22, 3 January 2011 (MST) Hero, but only if you have the software. It is a lot of fun to build a character. Coming up with how to do a certain power/ability can be a lot of fun.
--Dieter the Bold 23:39, 11 February 2011 (MST) I prefer point-based character building, but am surprisingly conflicted over HERO. It does leave the field wide open for your imagination, but sometimes that's a downside. I definitely like systems that stream you through categories to help build your character concept, e.g., WH40KRP. I also love "fidgety" systems. Those that have a 1,001 Talents, Benefits, Advantages, etc. that you can select to combine and tweak to create different builds for a character concept. D&D 3.5, for example.
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.
--Gdaze 12:26, 3 January 2011 (MST) WHFRP 3rd ed. and also WH40KRP - Both are quick and easy. I think I would say that WH40KRP is a bit better because it assigns benefits to how much you beat your roll by, while WHFRP ignored this for the most part at first. Can be used to make own world quite easily as well.
--Gdaze 12:26, 3 January 2011 (MST) D&D 3.5 - I like that you have to beat a DC, however in practice this doesn't always work as it can mean you have to keep track of a lot of little bonsues and which bonuses can actually apply to the roll. Looks streamlined but feels clunky in practice at times.
--Dieter the Bold 00:22, 12 February 2011 (MST) d6 has worked the most, but I honestly think the White Wolf d10 TargetNumber = Successes -> Effects was the easiest and most effective mechanic. I do like having Fate/Fortune Points/Courage/Poker Chips to allow characters to influence the story beyond dice rolls.
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.
--Gdaze 12:30, 3 January 2011 (MST) AGAIN WHFRP and 40K. Yeesh, I say those a lot. Combat is simple yet has a wide range of options.
--Gdaze 12:30, 3 January 2011 (MST) Hero, but usually only on "low powered" games, such as a Fantasy, Sci-Fi, or PA game. Works great for those, but at the supers level it can be hard to keep track of everything and can bog down combat.
Werewolf - I forgot which ed, but the one we played awhile ago. But I like it that if you score more successes you hit and do more damage. Combat can become a bit clunky at times though.
--Dieter the Bold 00:30, 12 February 2011 (MST) I don't like counter-resolutions to rolls. I.e., Hit vs Dodge. I think it extends combat to a detrimental degree. I prefer that maneuvers/stances be the method of modifying a character's combat defenses.
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 haven't 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 doesn't seem to mean as much as I would hope.
--Dieter the Bold 01:14, 12 February 2011 (MST) I love sandbox-style games with focused group goals and tight bonds between players. Again, Ben's Amour game is the best example. I like having a wide open world to move about in with the option to pursue adventure and inquiry wherever I want. While it is fun to all meet in an inn on a dark and stormy night, it seems that long-term gaming stability works best when the PC group has a strong goal as a whole from the beginning (and past).
Advancement
Use this section to discuss character advancement related elements. This is about gaining and spending experience.
--Dieter the Bold 00:56, 12 February 2011 (MST) I love advancing my characters. I'm currently involved in a HERO Fantasy game that rarely hands out XP, and even when it does it's only a couple points. This is highly demotivating for me. I do like that skill advancement is based on skill use and advancement made via failed skill rolls. If my character isn't growing in points & abilities, I don't feel like they're going anywhere. I enjoyed advancement most in Ben's Amour game, where XP came after each session, with bonus points for good RPing. But I am content with XP issued every "chapter" or "arc", so long as those aren't too far apart.
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.
--Gdaze 12:38, 3 January 2011 (MST) I agree with Ed on this one 100%. I've been missing Role Playing and Magic pretty bad these days. Sigh and all that.
--Gameadmin 16:11, 3 January 2011 (MST)You guys are right on the money here. Even when I got frustrated with the direction, or the game, or the system, or anything, it was always fun. We always knew that we had dedicated players. People shared ideas on the wiki and collaborated all week long. We had good pizza and long-standing jokes that were fun to rehash. Few things can approach this camaraderie.
--Gdaze 17:15, 3 January 2011 (MST) Oh fuck do I miss pizza. All in all, that was the longest I've run well, pretty much any RPG. Most groups fall apart pretty easy, but we ran a lot of those pretty long.