Day 9: What is a good RPG to play for about 10 sessions?
...all of them?
But let's take this exercise to the next step and be literal, what RPG is good to play for 10 sessions. A session could be a couple hours or it could be 6-8, but I'll use the "industry standard expectation" of 4 hours. So a 40 hour game, essentially. If I'm running such a game, I want the game to be easy to run and easy to play. I don't want to spend time looking over or arguing about obscure rules. Combat should be quick enough that we're not spending hours on one fight (unless it's a climax) but also long enough to really feel like your tactical choices matter. Finally, character advancement needs to be meaningful, some games out there it takes a lot of effort to "level up".
I'm going to try and grade some of the systems I've played based on the above criteria. I'll use a scale of 1-10 with 10 being the "perfect game for 10 sessions".
Here's my breakdown...
Palladium: Rifts/Robotech
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Easy to Run: 3
Easy to Play: 6
Combat Time: 4
Advancement: 5
Final Rating: 4.5 - A fun setting, but the system prevents it from being a contender for a 10 session campaign
Palladium: Heroes Unlimited/TMNT And Other Strangeness
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Easy to Run: 4
Easy to Play: 8
Combat Time: 6
Advancement: 6
Final Rating: 6 - A fun game with the right players, but there are probably better games out there for a 10 session arc.
D20 - Dungeons and Dragons (3.5 Edition, Star Wars Saga Edition)
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Easy to Run: 6
Easy to Play: 7
Combat Time: 7
Advancement: 8
Final Rating: 7 - The classic scores an above average score. A D20 system is a solid choice for a 10-session game.
FFG Narrative Dice System - Star Wars, Genesys
Boy howdy, do I love running this system. It shows too, I've pretty much been running this system exclusively since 2013. I've found that it fits perfectly into my lifestyle; the only regular games I can play are either bi-weekly for a few hours or once every couple of months for 5-7 hours. Once you learn the system, I find it a breeze to run. Prep time is fractional compared to other systems I've referenced, and in many cases I can go completely off-the-cuff and none are the wiser. Players may have some complex characters options, but those tend to be rare or limited to advanced Force users. Combat feels like a dream to me, with initiative rolled once and combat time usually being a sweet spot of "just enough but not too long". Advancement might be a little slow if players want to dive deep into specialization trees.
Easy to Run: 9
Easy to Play: 8
Combat Time: 9
Advancement: 6
Final Rating: 8 - A great system for a short game or a long game. Perfect for a 10-session arc.
That was a long answer for today's question. Which is good, because I'm not expecting tomorrow to be a lengthy one.
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