Definitely a good topic. When it comes to the right TTRPG for me, it has to contain the following traits: - I get to try anything within my character's capabilities within the context of the narrative. - The core rules provide a robust framework for the GM that is both easy to remember and highly adaptable. - I don't have to roll dice to accomplish simple tasks or tasks that are described comprehensively enough that luck really wouldn't be a factor. - A depletion of resources has an actual in-game effect to represent a narrative consequence, rather than serving as a belated on/off switch (i.e. D&D hit points, where 1+ HP means I operate at full capacity and 0 HP means I'm down). - I can pay a cost to alter the outcome of an action. - NPC design is a breeze (i.e. Cypher System, Powered by the Apocalypse, etc.) - Dice-rolling presents more interesting choices than "yes/no." - Characters have multiple lose conditions (i.e. more than just having their HP reach 0). - The use of backgrounds over individual skills, ala Barbarians of Lemuria or 13th Age, unless the skill system is tied into other innovative mechanics, like Crown & Skull's attrition system or PDQ's trait system (damage = loss of skill use). - De-emphasis on calculating the world via heavy simulationist mechanics (that stuff just slows down the game and requires lots of charts) - No need to reference charts during gameplay (AT MOST for sparingly generating content on the fly). - Classless and no levels. I don't mind templates, but I don't like being restricted due to my class choice. D&D-style level ups are too video-gamey and often have no correlation to what the character has done throughout their adventuring career (with the exception of warriors, because combat is often the most ubiquitous challenge in D&D-like TTRPGs). - Being rewarded for playing the game in accordance to the setting, the theme, and the tone. No cart-blanche XP rewards simply for having a pulse at the game table. Those are the most relevant traits that come to mind at the moment.
In terms of Third Space, even if we are doing it at someone's home we try and change the space so it does not feel so much like home. Special food. Music. Changing furniture. Things of that nature that make the space different. Everyone helps of course and cleans up / returns items after.
Our group is playing 4 games right now in 2 editions of D&D and a Star Wars saga game. We like to play different characters with different GMs. I enjoy the camaraderie and the fun of the game.
Started with a few people I knew from the university movie club, and some of their friends. Like you, I gamed with friends, as well as made friends through RPGs. I like to explore different settings and challenge myself to think like someone else. Also, it is fun to make characters with weird/stupid concepts!
for me, no single game is gonna be “the right game”, part of the fun for me is switching up games and groups with wildly different systems and settings. but yeah it’s so important to analyze what you like and want out of ttrpgaming, for me that changes a lot, but it’s still helped me find games i’ve come to love. if i were to choose just one game that’s the perfect fit for me though it would have to be fate core. also, great video!
This applies to solo gaming, too. You can start with one system, but it usually evolves into your own take on the ruleset, making it your own game.
Definitely a good topic.
When it comes to the right TTRPG for me, it has to contain the following traits:
- I get to try anything within my character's capabilities within the context of the narrative.
- The core rules provide a robust framework for the GM that is both easy to remember and highly adaptable.
- I don't have to roll dice to accomplish simple tasks or tasks that are described comprehensively enough that luck really wouldn't be a factor.
- A depletion of resources has an actual in-game effect to represent a narrative consequence, rather than serving as a belated on/off switch (i.e. D&D hit points, where 1+ HP means I operate at full capacity and 0 HP means I'm down).
- I can pay a cost to alter the outcome of an action.
- NPC design is a breeze (i.e. Cypher System, Powered by the Apocalypse, etc.)
- Dice-rolling presents more interesting choices than "yes/no."
- Characters have multiple lose conditions (i.e. more than just having their HP reach 0).
- The use of backgrounds over individual skills, ala Barbarians of Lemuria or 13th Age, unless the skill system is tied into other innovative mechanics, like Crown & Skull's attrition system or PDQ's trait system (damage = loss of skill use).
- De-emphasis on calculating the world via heavy simulationist mechanics (that stuff just slows down the game and requires lots of charts)
- No need to reference charts during gameplay (AT MOST for sparingly generating content on the fly).
- Classless and no levels. I don't mind templates, but I don't like being restricted due to my class choice. D&D-style level ups are too video-gamey and often have no correlation to what the character has done throughout their adventuring career (with the exception of warriors, because combat is often the most ubiquitous challenge in D&D-like TTRPGs).
- Being rewarded for playing the game in accordance to the setting, the theme, and the tone. No cart-blanche XP rewards simply for having a pulse at the game table.
Those are the most relevant traits that come to mind at the moment.
In terms of Third Space, even if we are doing it at someone's home we try and change the space so it does not feel so much like home. Special food. Music. Changing furniture. Things of that nature that make the space different. Everyone helps of course and cleans up / returns items after.
Our group is playing 4 games right now in 2 editions of D&D and a Star Wars saga game. We like to play different characters with different GMs. I enjoy the camaraderie and the fun of the game.
Started with a few people I knew from the university movie club, and some of their friends.
Like you, I gamed with friends, as well as made friends through RPGs.
I like to explore different settings and challenge myself to think like someone else.
Also, it is fun to make characters with weird/stupid concepts!
for me, no single game is gonna be “the right game”, part of the fun for me is switching up games and groups with wildly different systems and settings. but yeah it’s so important to analyze what you like and want out of ttrpgaming, for me that changes a lot, but it’s still helped me find games i’ve come to love. if i were to choose just one game that’s the perfect fit for me though it would have to be fate core. also, great video!
AERD