My answer to this particular inquiry is very much unique to me I'd wager. Maybe not. It's possible that others share a similar opinion. We'll see.
Question #6 from the ever excellent Tim Knight
What do you consider to be the most ‘elegant’ (however you choose to define it) roleplaying system you have encountered?
First, let's define elegant shall we? At least how I am going to view it for the purpose of answering this question and just so we're all on the same page. According to an Oxford Dictionary search we have 'pleasingly graceful and stylish in appearance or manner'. Ooh. I like that. OK, so a stylish, graceful system, a good looking game, and one the runs smoothly and in a pleasing manner.
The one that stands out to me is...
The ALIEN RPG by Free League Publishing is one of my all time favorite tabletop roleplaying games and its only five years old. It is definitely the most elegant and IMHO one of the easiest systems to learn, play, and run to come out during the last decade. It's elegance comes from an 'economy of rules'. It has what it needs, uses what it has well, and doesn't add unnecessary rules it doesn't need.
Utilizing a variant of Free League's 'Year Zero System' (aren't they all - variants that is), it wasn't a rules set new to me when I read the ALIEN corebook. This version of Year Zero clicked with me more than my previous experiences with the system had, for reasons I will go into later.
The game has a largely traditional TRPG structure, simplified so as to run quickly and efficiently. The rules are reasonably easy to learn and understand. As I get older I find it difficult to grok the mechanics of many games just from reading them. Often these days I have to play the game to comprehend how the game is played. Not so with ALIEN. I read it and got it right away because honestly, it isn't hard to get. Plus, it's a Dice Pool system and I've played and enjoyed quite a few Dice Pool systems.
Added to the basic Dice Pool mechanic is a subsystem involving Stress and Panic. Even with a table to reference, the Stress/Panic rules are very smoothly integrated into the standard Action Roll. What results is a game that runs fairly effortlessly and creates an atmosphere perfectly in-line with the ALIEN setting.
There are additional rules and mechanics but they all build off that base die resolution or interact with it in a way that never bogs down the flow of a session. Like I mentioned in a previous post, having a unified approach to all rule judgements is what I am after and what ALIEN delivers.
ALIEN does a particular thing and it does it well. It handles a fast-faced, cinematic action setting with a major horror component very nicely. Perhaps, in fact very likely, one reason I connected with this version of the game and its system moreso than other incarnations is the relationship between the rules and the ALIEN universe. This is also why I've used the basics of this version to create other games such as Red Dwarf and my homebrewed Ghostbusters kitbash. All these worlds are cinematic action settings with a horror [and humor] component, so they work for much the same reasons.
If I had to award a runner-up or honorable mention I'd go with the new SMURFS RPG. Seriously. It is a great game that works really well, adding depth to a franchise you wouldn't think needs much depth. At the same time, it just makes for a really awesome system. The only reason I don't speak even higher of it is because its not out yet. I don't know all the rules, having only run the quickstart rules. We'll take a look at it again when it comes out in its full form.
AD
Barking Alien
There must be something special with this game that works better than other versions of the system. We played a one-shot of Alien and we quite liked it (even if it didn't like me: my first thirty-something dice didn't get any successes). However, we later tried Coriolis and we found the system kind of boring. The setting has something to do with that, but I don't think that's all.
ReplyDeleteI'm absolutely with you Miguel. Hard to put my finger on exactly what it is.
DeleteI did wonder if this was going to be your choice - or some gorgeous, but obscure, Japanese system ;-)
ReplyDeleteThank you, once again, for an inspiring and thoughtful answer. I'm really enjoying this new feature on your blog and hope others pick up on it and fire off some interesting questions for you...
Thank you for reading Tim and for supplying some of the questions. It's really been helping me get my mojo back.
DeleteI could definitely use more questions. At this point I only have a dozen and this is number 6! If you are reading this and like anything I've done, please toss a question my way. It really is appreciated.
Hey Adam, I'll just share a question here since it's on the heels of your request:
DeleteIn your years of running Trek games (or really any setting in the future), have you experienced any tension with real-life technology making the "futuristic" stuff seem obsolete? In TOS era games, does anyone wonder why their communicator is...just that, when there are probably apps that could put a lot of a tricorder's capabilities right in our pockets today? And with the progress of AI...won't Data actually be kind of a goofy creation when we may not be TOO far behind the Alien universe in creating much more "passing" humanoid robots.
Anyway, there are lots of tangents I could add to that rambling, but I guess the question in a nutshell is: Do you find that some elements of your games are actually retrofuturistic at this point, and if so, do you embrace that or try to keep modern tech in mind?
Love this question JL! It's something I've thought about many times and yet it's never become an obstacle. Why? Well stay tuned...
Delete