this post was submitted on 08 Jul 2025
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[–] jjjalljs@ttrpg.network 8 points 9 hours ago

I'm partial to Fate.

It's very open. You don't have to worry about looking up the right class or feats. You just describe what you want to play, and if the group thinks it's cool and a good fit for the story, you're basically done.

Now, the downside is this requires a lot more creativity up front. A blank page can be intimidating.

I like that players have more control over the outcome. You can usually get what you want, even if you roll poorly, but it's more of a question of what you're willing to pay for it.

Every roll will be one of

  • succeed with style
  • succeed
  • a lesser version of what you want
  • succeed at a minor cost
  • succeed at a major cost
  • (if you roll badly and don't want to pay any costs) fail, don't get what you want

It's a lot more narrative power than some games give you. I don't like being completely submissive to the DM, so I enjoy even as a player being able to pitch "ok I'm trying to hack open this terminal... how about as a minor cost I set off an alarm?" or "I'm trying to steal his keys and flubbed the roll... How about as a major cost I create a distraction, get the keys, but drop my backpack by accident. Now I'm disarmed, have no tools, and they can probably trace me with that stuff later. But I got the keys!".

It's more collaborative, like a writer's room, so if someone proposes a dud solution the group can work on it.

The math probability also feels nice. You tend to roll your average, so there's less swinginess like you'll get in systems rolling one die.