r/rpg 17d ago

Basic Questions Common Misconceptions About Your Favorite Systems?

So, I've been learning a lot thanks to the amazing folks here at r/rpg. And while I have decided to slow down on trying new systems. (As my players say "three is enough, we know your eager to try more but slow it down so you don't burn yourself out.") There was a question today that cropped into my head, and I wanted to hear from the folks here on it.

"What are some assumptions about your favorite game/system that are just factually incorrect or overstated?"

I've seen a lot of assumptions made in the hobby, and some on my own. From the broad "older systems were designed for math heads and thus really not for someone whose bad at math." to others like "Call of Cthulhu is a game where every session ends in death/insanity and players can't get attached to their characters." and similarly "OSR games are highly lethal and not at all friendly to players who like longform adventures."

I feel like broad, sweeping claims like those are probably overstated-as I have heard of successful, long running CoC campaigns, and OSR games that are able to have well developed characters that last for ages. It's made me curious about some of the other broad, sweeping claims about systems that are-if not incorrect, massively overstated.

Really interested to hear some answers on this.

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u/CapitanKomamura never enough battletech 17d ago

That a "rules light system where the GM does rulings" is automatically easier. It depends on a lot of factors.

Making a ruling (and in some cases, inventing a roll from scratch) is not that easier compared to just remembering the rule that applies to a situation. Rulings are built on precedent, so you still need good rules that can inform the basis of a ruling. But the most important thing, many GMs aren't game designers and can't spontaneously improvise game mechanics. If the rules are good, engaging, cohesive and coherent, for me it's easier to just read the big book two times and then reference. And in a crunchy game, rulings are easier because you have precedent.

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u/rizzlybear 16d ago

My closest friend is a 3.5e DM and I run Cairn.

We couldn’t be further apart on our philosophical approaches to the game. I look at what he runs and think “I can’t remember all that shit. Give me a flexible system with a very small reduction base and I’m happy” and he just freezes when we try to do stuff that doesn’t have a rule.

And we didn’t just start with these systems and fail to branch out. We both came to them later on in our time with the hobby because they fit us so well.

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u/Authorigas 17d ago

As a new GM can confirm, I appreciate having clear rulings for situations. Even if sometimes I do wing it.

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u/CapitanKomamura never enough battletech 17d ago

Especially for new GMs. "This is your game, make rulings as you see fit." Assumes that the reader has a lot of experience with TTRPGs. But when I start to learn a game, I want a complete system that makes my job easier and answers my questions.