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Explain how a RPG System works in 100 words!!

Started by Spinachcat, April 17, 2016, 06:57:23 PM

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Spinachcat

In this thread, AndrewSFTSN brought up an excellent discussion regarding the concerns regarding campaign starting exposition dumps.

After I posted my thread about Describing Settings in 100 words, I also realized, damn its also rough explaining systems!

In fact, that's much harder for 100 words. But this forum is full of giant brains!! So let's rock this!

So here's the rules:

Step 1) Describe how either a Homebrew system or a Published system works in 100 words (or less).

Step 2) If someone posts about a Published system you like, feel free to do your own take. It will be fun to see how different people present the same system.

Step 3) Profit!

AsenRG

#1
Quote from: Spinachcat;892375In this thread, AndrewSFTSN brought up an excellent discussion regarding the concerns regarding campaign starting exposition dumps.

After I posted my thread about Describing Settings in 100 words, I also realized, damn its also rough explaining systems!

In fact, that's much harder for 100 words. But this forum is full of giant brains!! So let's rock this!

So here's the rules:

Step 1) Describe how either a Homebrew system or a Published system works in 100 words (or less).

Step 2) If someone posts about a Published system you like, feel free to do your own take. It will be fun to see how different people present the same system.

Step 3) Profit!

V:tM: It doesn't, patch it up;).

ORC:
You have 8 attributes (1-20) and huge number of setting-specific skills. Roll 1d20+Attribute (two attributes for combat actions)+Skill vs TN. In opposed rolls (like combat) compare MoS.
Non-combat skills give you +4 per level, unless you need the first level to even attempt it.
Combat skills give you different bonuses to specific actions.
In combat, you have one action and one reaction (you can split either in two for -10 to both rolls). If you get hit, roll a "save vs. status effect" and/or lose a set amount of Blood, Body and/or Incapacitancy. These are also attributes, ranging 1-6.
(Exactly 100 words:D).
What Do You Do In Tekumel? See examples!
"Life is not fair. If the campaign setting is somewhat like life then the setting also is sometimes not fair." - Bren

Christopher Brady

D&D 5e

Everything is based on hitting or exceeding a target number, except magic, but all you need about that is to read the individual spell.
"And now, my friends, a Dragon\'s toast!  To life\'s little blessings:  wars, plagues and all forms of evil.  Their presence keeps us alert --- and their absence makes us grateful." -T.A. Barron[/SIZE]

Justin Alexander

D&D 3E

When you attempt an action, roll 1d20 and add the modifier for the skill you're using. If the result is at least equal to the difficulty class number I assign, you'll succeed. In combat, the difficulty will be the target's Armor Class and, if you succeed, you'll roll damage based on your weapon and subtract it from the target's hit points. If you run out of hit points, you'll be unconscious or dead.

If you have spells, you can cast each spell on your prepared list once per day. Make sure to read them so you know how they work.
Note: this sig cut for personal slander and harassment by a lying tool who has been engaging in stalking me all over social media with filthy lies - RPGPundit

dragoner

(this is too easy)

ALL

You role-play a character and roll some dice, or not.
The most beautiful peonies I ever saw ... were grown in almost pure cat excrement.
-Vonnegut

Old One Eye

Woohoo, over the top space opera with cliche space opera with space rangers and the like.  The party has just graduated the Academy and are going on their first independent mission in space.

Characters consist of 20 untrained skills.  Training gives rating 1 plus 1 for each additional training.

Roll (rating)d6 when using a skill.  Only keep the highest die.  If untrained roll 2d6 and use the lowest.

1 is critical fail
2 to 3 is failure
4 to 5 is success
6 is critical success