[quote="Theta_Sigma"]
So I disappeared for a while (health problems and stuff, but I'm getting better).But while I was gone, I got back into tabletop roleplay! I'm currently part of an incredibly complicated Trail of Cthulhu game, and I was playing Pathfinder for a while.I'm becoming very fond of the GUMSHOE system, and I was wondering about others experiences with different systems.What are your favourites? What was the craziest character you ever made? role play (characters and story) or roll play (numbers and stats)?
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Welcome back. Sorry to hear about the problems. Glad you're getting better.
I like rules light systems (though I admit I also enjoy rolling dice and having SUPER huge bonuses to things, whether it's a +12 sword or the ability to make just about any knowledge role).
Rabit is often my GM and he, I, and the people we generally game with are very focused when starting a campaign on identifying what everyone is looking for out of the campaign and crafting something we'll all enjoy. Then he goes off and does a ton of work that he purports to enjoy in order to provide a setting and set of rules that fit what we're looking for. We do our part in character creation and we all work together during game play. It's pretty great, really. I'm blessed.
For our current campaign we went through our most extensive discussions yet before settling on the game and the characters. We spend way too much time on our game for it not to be fun. These included picking a genre (Sci Fi), considering half a dozen or so characteristics of gaming (level of silliness, amount of fighting, number of expected sessions, etc.), picking a subgenre (Firefly-like crew of a transport), and then jointly brainstorming the types of characters/skills that might be in such a party and staking out mostly non-overlapping characters. From there Rabit did world building and the rest of us went into character development, with each of us working w/ Rabit and sometimes with each other to craft backgrounds that would fit with each other and the world.
The resulting game play can look pretty banal to others. We often have very little action and progress the plot quite slowly. We played last night, for instance, and I think our entire session consisted of discussions with each other and a dinner meeting with a client. But think about it. What did you like about Firefly? Was it the fights? For me, it was how the characters interacted. In the parlance of Robin's Laws, most of our group are Storytellers and Method Actors, though much of the other types are also represented. I am primarly a Method Actor and a Power Gamer. My characters all tend to be interested in being powerful, but they are interested in all sorts of different power for all sorts of different reasons. My character in this campaign has virtually no fighting skills, but is extremely well connected. In most situations, he's the person that can get the crew in the door -- get somebody to hear our side, take a meeting, give information, or lend resources.