007 Systems Podcast Por  arte de portada

007 Systems

007 Systems

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This episode’s topic is Systems. Unlike video games, role playing games separate game engine, game concept and game level into distinct pieces. We dig into the various ways that RPGs split authority for the design of each piece between designers, game masters and players. What effect do these choices have on the experience of the game, and how can you use them to foster great play at your table.

This episode’s hosts:

  • Jason Beaumont
  • Erik Saltwell
  • Ethan Schoonover


This episode’s Appendix X

  • Hitman (Video Game) - Erik
  • Control (Video Game) - Jason
  • The Lost Room (TV) - Ethan, Jason
  • SCP (Website) - Ethan, Jason
  • History of Beauty (Book) - Ethan


Games discussed in this episode

  • GURPS (Generic Universal RolePlaying System)
  • Pendragon
  • Top Secret
  • Psi*Run
  • Lasers and Feelings
  • Ashen Stars
  • Star Trek Adventures
  • Yellow King RPG


Games mentioned In passing

  • Trail of Cthulhu
  • Call of Cthulhu
  • Delta Green
  • Fall of Delta Green
  • Rifts
  • Trophy
  • Blades in the Dark
  • Dungeons & Dragons
  • Blade Runner RPG
  • Dune RPG


The podcast episode delves into the nuances of role-playing game (RPG) Systems, emphasizing the contrast between universal and specialized systems. We compare the experiences provided by generic systems like GURPS with those crafted by more setting & scenario focused games including many indies. We discuss the trend in video games of moving from proprietary to universal engines and relate this to RPG development, pondering whether a generic RPG system can capture the distinct feel of different genres.

We cover the appeal of one-shot games versus long-term campaigns, the enjoyment of learning new mechanics in one-shot games (which often have bespoke systems that enhance the thematic experience). Why is it that once played, the interest in revisiting these games tends to diminish? We chat about whether playing a variety of self-contained indie games or engaging in a traditional extended campaign would be more enjoyable.

The final part of the discussion addresses the design intentions behind RPG systems, particularly concerning homebrew settings and the adaptability of systems for such purposes. We tackle the importance of setting expectations when introducing a new system, emphasizing the need for clear communication abou

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