October 10, 2002
Systems

We are currently debating candidates for the game system for Stargate SG-4. I will briefly cover each proposed system.

In the following text, Stacy is the GM of the original game, and also this one. Ray, Jenna, and yours truly are the currently actively interested players. Scott Bowden, who runs Star Wars, is thinking of playing as well.

* The original, homebrew variant of west end's Star Wars D6 system crossed with MGI's DC Heroes (the acting/etc attribute pattern).
Pros: Well, we've done it before. We also have my character sheet design already made.

Cons: both stacy and myself find this option a bit boring.


* A version of WotC's D20 system.
Pros: We are currently playing Star Wars under this system. There's a lot of sci-fi-ish stuff (gadgets and such) that could probably be adapted. There's also a modern D20 book coming that would cover the Tau'ri civilization (i.e., Earth guys). I also own the Farscape RPG, which adds even more to the mix.

Cons: The d20 system is a bit heavier, mechanically, than I prefer. Classes and Levels.


* GURPS
Pros: Lots of setting material for GURPS that would be useful. Ray likes the detail and realism provided by the system.

Cons: The setting material is also useful to other systems by design. At least two players (myself and Jenna) really dislike the focus on realism and/or the heavy crunchy mechanics involved in GURPs. Chargen annoyed me last time I tried it, and the Vehicle Design system is a nightmare of Lovecraftian proportions.


* BESM (Big Eyes, Small Mouth)
Pros: It's pretty easy to use and learn, and there are levels of detail to the system (like skills) that one can use or ignore. It's multi-genre to some extent, having several different setting books that it has been applied to -- everything from Sailor Moon to Demon City Shinjuku to .

Cons: Nobody has actually played it yet. It does tend to have a distinct anime flavor to it (by design), which is great for stuff that is not Stargate.


* The Window
Pros: Narrativist oriented (well, this is a pro with at least two of the three confirmed players). Simple to learn and adapt. Extremely multi-genre. Arbitrarily detailed for those who want lots of things to roll.

Cons: The lack of crunchy mechanics and open-ended chargen may put off Ray, who favors GURPS.


* QAGS
Pros: Several people involved actually work for Hex. Simple system. Presumably easily adapted.

Cons: At least one player (me) feels that, while the system is probably fine in terms of complexity, characters themselves seem TOO simple. Even the Window can have arbitrary complexity in that regard. I also tend to regard it as more than a little undignified to play a system that touts itself as "quick-ass" (which is almost synonymous with "half-assed" in my book) and uses a mechanic called "yum-yums". I'm all for sardonic humor and not taking yourself too seriously, but there's also such a thing as "not seriously enough".

Posted by Dyne on October 10, 2002 03:24 PM