If you're anything like me, you too love to discuss roleplaying game mechanics, and how they affect gameplay. That is precisely the kind of thing we'll get to do in this community. Personally, I'm currently working on a roleplaying game that I'm so far calling Unified RPG which I sort of think of as a "rules-lite, GURPS-like" TTRPG. So don't be surprised if you see me creating posts about that here in the near future.
But what about you? What brought you to this community? What kind of game are you working on, or what do you want to make in the future? I'd love to hear all about it!
I'm here to try to catch the podcast-driven wave of renewed interest in RIFTS to get more people into Palladium-style gaming (the system is broken so you can fix it to your liking).
My only experience with that stuff was the licensed stuff from a million years ago like TMNT/sailor moon, . I cannot imagine trying to run anything legit in that system. It must have changed a lot right?
It makes violence less fun to play than the alternatives; combat is bullet-time; skill use is a montage. That said, it's not overtly anti-violence, allowing players to figure out that fighting isn't the best approach (or not, if they actually like bullet-time battles).
It rewards experience for solving problems, rather than racking up kills. Modern gaming is too corrupted by the reductive influence of video games and the market-driven need to minimize GM workload to ever really break it of this.
It encourages groups to develop house rules by making changes to the "RAW" only very gradually, instead of constantly reinventing the rules.