Choosing the right ruleset for a game
The other day, a Patreon member suggested on the Blackoath Discord that I could write a post about how I choose which system to use when I'm working on a game, and I think it's a good idea (thanks, NatX!).
Most of you know that my go-to system is a D100 one. But not all my games use a variation of that sort of ruleset. Why, you ask? Well, let's see:
I am a firm believer that the rules, and therefore the ruleset, should be written with a setting in mind. This is why we get so crappy D&D 5e adaptations: the rules work well for what they were intended to do (high-powered, high fantasy), and while of course you can make them work with other types of settings, it's not ideal, and it's not easy. I'm amazed by the work they did with the Dark Souls adaptation, to mention a controversial one; it's a really good game, DESPITE being a 5e adaptation (yes, it was a mess when it was released but the original mechanics it introduced to the standard 5e formula are great). I can't imagine how good that game would have been, unshackled by that ruleset.
This brings me to the second point, though: why do people keep hammering all sorts of settings into a 5e shape? Because it's a familiar ruleset, and the vast majority of people don't want to learn new rules, they want to experience different settings with rules they know and are comfortable with, so they can fade to the background. This is the reason why I sometimes write games using a D20 ruleset. The problem is, I really dislike D&D's version of what a D20 ruleset can be, and while my D20 games started off as compatible as possible with any OSR systems (Sacrifice, Path of the Aram Thyr), I've slowly but surely made the system into something I like. Which means removed from what people expect from an OSR ruleset. This is evident in Ruthless Heavens, Boundless Fate, and Machine Gods of the Noxian Expanse, but more so in the upcoming Sacrifice 2e. The core D20 mechanic that we're all familiar with is still there, but that's pretty much it.
I like skill-based rulesets, and D100 systems lend themselves very well towards that. Combined with the fact that they don't need to have XP in order for your character to progress, as well as not needing Target Numbers, makes them ideal for playing solo. Sure, you can do those things with other rulesets, but this is already baked into a standard D100 system.
Generally speaking, when I decide to make a game using a D20 ruleset, it's because I want people to be familiar with the core rules, and my goal is to make a simpler game. When I want more nuance, I choose a D100 ruleset. And in the rare occasions that I just want to try something else, I come up with a different ruleset altogether. Let's take Salvage & Sorcery as an example: my goal was to have a very simple game that would give you the feeling of playing an ameritrash, dice-chugging boardgame. That, in my head, means dice-pools, exploding dice, lots of randomness, and a feeling of constant action and adventure. Which is why Salvage & Sorcery ended up with the type of rules it ended up with, something quite different from my other games, but that I feel worked out fantastically.
So that is it: I take a look at the setting, see what sorts of procedures it's going to need, how those are affected by this or that ruleset, determine my big picture goals with the game, and then I narrow it to this or that set of rules. At this point in my career as a designer, I have two very clearly developed rulesets: a D100 one, and a D20 one. Yes, I have the Thousand Worlds game engine that I developed for Across a Thousand Dead Worlds, that uses a D20 ruleset but has nothing to do with D&D, and I've touched other rulesets as well (Salvage & Sorcery, Blood Moon Apocalypse, Earthjumpers...), but those two are the ones that I naturally gravitate towards. This means that most of the time I'm going to fall back to one of the two, since it's easier to iterate than to come up with a whole new ruleset. I really love coming up with new rulesets, though, so you can expect me to release new games in the future that will not be using either of these two familiar ones.
So what do you guys think, which is your preferred ruleset? Should I keep coming up with new ones, or just stick to D20 or D100?
Comments (12)
Yeah d20 is cool for fantasy stuff because I like all the nostalgia that comes from being in that mindset …. But d100 is far superior and flexible… easy to fake it till you make it even, just by thinking “what is the chance that this action would be a success?”…. and almost anyone can guess a percentage …. D100 RULES! In the end, I do like that I can have the option of d20 or d100 and still be playing Blackoath!
I agree, D100 is the best, haha.
I hadn't realized it but yeah, systems without target numbers are way easier to solo. That's why Ironsworn, with it's random target number works well despite having a target number. I agree that the game system should work for the game and not against it. I'm currently doing a two players gmless version of Roll for Shoes that I tweaked for a campaign of Dungeons appear in our earth and some people are being sponsored by foreign gods as Defiant, the ones that can defeat dungeons. Our characters have been sponsored by an unknown entity that gave us the ability to get skills by trying things, so we are a bit different from other Defiants. This lead to a cicle similar to Solo Leveling, which is what I was going for.
That sounds like a lot of fun!
I grew up with the d20, but i far and away prefer the almighty d100. cheers-
Hell yeah!
I prefer D20 system, yet some of my favorite systems are D100. I like D20 because it's iconic, it's one die. And you can abstract a D100 to a D20 with multiples of 5. I also like roll-over because rolling high feels better than rolling low.
Yeah that's why I like Dragonbane so much, despite being so simple: it's a D20 ruleset that feels like a D100 one! I do like roll over systems but they are more difficult to implement for solo than roll under a stat. Unless it's always the same number, like I did in ATDW, I suppose.
D20 never clicked for me. My most used system when I had a group were D100 and dice pool ( Warhammer Fantasy and WOD ). Now I'm looking for simple and easy to get going for solo. Always keep my eyes open for something new that might work.
D100 for the win!
More Thousand Worlds engine and fresh and new systems :)
Yeah, I need to find a balance between doing what's familiar to most and coming up with new stuff...
