Tuesday, August 08, 2006

The Kernel Of A Game: System

So, you've now chosen to be the GM, the one pulling the strings and directing.

Now, where do you go from here?

Well, you need to begin by building your game. And the first step of that, is to decide what system you're going to use.

Now, roleplaying game systems are unusual things. They're half-setting and half-rules for that setting. Hence, it's important to get an idea of what type of game you're looking for before deciding on a system, and examining what the system brings for you to work with.

The next two posts will contain examinations of the two systems we'll be dealing with throughout the majority of the Kernel Of A Game process: The World of Darkness, and Dungeons & Dragons.

However, before we even get to that step, we need to teach you how to do something else.

Reading roleplaying game books is an interesting experience. On one hand, they have great content in them --- great stuff you'll love having in your game. On the other hand, they are terribly, terribly boring reads, generally --- they're far closer to reference works than anything you'd actually enjoy reading, and at most, the best immediate feeling you'll get out of one is a good hankering for a gaming session or two.

That's why you should follow this general strategy when starting off on a new game: read the rulebook once, cover to cover. Then, make a character following the stated directions in the rulebook, and cross-reference everything. Reread sections that you think will come up often in actual play, such as the systems for combat. (Each review of a gaming system to follow will tell you which sections those are.) Finally, reference endlessly --- out-of-session. (In-session's a different topic we'll get to later.)

Postscript: Why Dungeons & Dragons and The World of Darkness, to the exclusion of all others? Firstly, they're the most popular. In an activity with as little presence as roleplaying games, this matters a lot. Secondly, between them, most any gaming base and desire is covered. Thirdly, the other games the Gaming Garden focuses on are either not appropriate for fresh-out-of-the-gate beginners (Paranoia, which is really best once you've cut your teeth on something else) or are wonderful gems with supply and player problems (Nobilis). If you do pick up Nobilis (highly recommended), it has a lot to do with the World of Darkness. Paranoia Straight GMs should filter the suggestions for the World of Darkness through the lens of Paranoia (Paranoia Flashbacks' "Mediocrity Is Treason" section on pages 2--3 is extremely helpful in this respect.)

---Arivia

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