I’ve got a few different irons in the fire right now, maybe a half-dozen half-started posts. Real Life — the stuff I do between thinking about and playing RPGs — has been more intense than usual lately, and that’s put a real drain on my energy. So we end up with half-posts like this.
Some things I’ve been thinking about:
- Initiative, and the flow of combat in general, is kind of wonky in most games. I want a system that rewards a character for a high Initiative bonus as well as rewarding characters for a high Initiative score. Some games do one or the other, but I’m not sure anyone does both. (Dr. Gentleman has a series of posts about combat that may cover some similar ground, or not; I haven’t read them yet.)
- I want to get back to thinking about Hit Points in D&D 3.X; my first post was really just a preliminary introduction, and I haven’t gotten around to the real meat of hit points.
- I don’t like the way Magic is split in D&D, or the way Class Spell Lists are broken up; but I haven’t thought hard enough about it yet to be sure that changing it won’t make ever caster just a Wizard with a funny(er) hat.
- I’m intrigued by what I’m hearing about running RPGs through Google+ — my first gaming group (my brothers) is spread out over several states now, and the potential for running a game with them again is very attractive. I may finally get a chance to play RIFTS.
More and more (and more) I get the feeling that system doesn’t matter, because the core of role-playing is making choices, and mechanics are just ways to arbitrate consequences. A system is necessary, but does it really matter what system? It seems lots of people answer that with an emphatic “yes!” and I need to do more research on that.Minutes after writing this I already feel the lie in it; I have to confess that system does matter, but I haven’t unpacked that concept enough to say how, when, or why it matters — that’s what I want to do research to understand.
Once life lets up on me a bit, I plan to address some or all of those thoughts.