Best Games to get an Overview of RPG Design Issues?

Back in college where I was a computer science major there was a brutal class called “Survey of programming languages” (or something like that–it was 10 years ago or so) where you had to learn 8 computer languages (and actually write in 5 of them) within one quarter (10 weeks.)

The point wasn’t to learn those languages. It was to understand in depth varying concepts of different languages by studying the language that did the concept best (or did a couple of them well). So you might learn concepts A and B from language 1, learn concept C from language 2, learn concepts D, E, and F from language 4 and so on.

Long story short: if you wanted to give someone a “Survey of RPG Games” list where you picked 5-10 RPG games that illustrate (well) various RPG concepts which games would you pick? Concepts can be game mechanics, particular subsystems, flavor, use of setting, maybe even production values, etc.

A bonus would be to err on the side of picking games that are free or have useful free quickstart versions.

I should add to please note what concepts each game on your list will illustrate.

5 Comments on “Best Games to get an Overview of RPG Design Issues?

  1. A few things that should probably be included:

    Dungeons and Dragons: Give an overview of transitions and design philosophies from old to new, including the expansion of the character design mechanics

    GURPS: Complex and variable point buy systems with granular character design as well as the very stable-rolling 3d6-under mechanic

    World of Darkness: Games design rooted solely in conveying very particular settings and conceits, with inescapable “fluff rules” like the morality system

  2. D&D, 3.5 or 4e – show standard class, level and race-based stuff and what’s traditional.

    Tri-stat dX – A good system that shows some of the strengths and weaknesses of point buy and how a generic system can be made specific via supplements. Is free. d6 would also work for this slot.

    Wushu – And now something completely different. A great rules-light game that’s about more than just BEING rules light. Free.

    Midgard – A game that’s inseperable from its setting, and actually has a core mechanic that backs that up. Shows a lot of the strengths (awesomeness) and weaknesses (some incomprehensible rules/powers) of indy games, plus has mechanics very different from anything else. Free.

  3. I’m not sure I’m going to be able to do a great job of sticking to free games, but here would be my list of games that I like to look at when thinking about designing.

    1. Houses of the Blooded — A fantastic example of tying mechanics to setting, making interesting design choices, and it is my example of a game that shows off the strengths and weaknesses of the “indy” style game. I absolutely love the setting, but I hate the mechanics…

    2. Spirit of the Century — Not interested in playing the game, but I love the character creation process. It redefined my thinking about making characters.

    3. Amber Diceless RPG — A truly unique design. Makes diceless work elegantly and even if you don’t like it, the game will offer a lot to think about. Again, very interesting character creation.

    4. Castle Falkenstein — A card-based system. Very interesting PC race/occupation choices, well designed system and very interesting magic rules.

    5. GURPS — I agree that GURPS is a great system for examining point-based universal role-playing.

    6. Mutants and Masterminds — solid mechanics that really proved the flexibility of the d20 system and redefined superhero RPGs.

    7. Shadowrun Anniversary Edition — A system that mixes magic, high-technology, almost encyclopedic rules, but still manages to be easy to play and very flavorful.

    I didn’t make it to ten, but these are the games I’d turn to for a learning experience. I read these when I need to reexamine my thinking about games.

    Enjoy.

  4. D&D 3.0/3.5/4 and D20 Modern: Use of solid core mechanic for the resolution systems in the game. The d20 mechanic is probably the most solid central resolution system available.

    Rolemaster/HARP: Integration of class-based and skill-based character development and advancement systems. This system is one of the best at balancing the idea of a character class with skill-based mechanics, while dividing advancement between both at the players choice.

    West End Games’ D6 System: This is a great system for showcasing flexible mechanics that can be implemented in a variety of settings without losing the character of the rules.

    Savage Worlds: Another system that showcases excellent design flexibility within a variety fo settings and genres.

    Spirit of the Century: I love this system for showing how a rules set can really work with a particular genre. The way SOTC handles the pulp genre is unmatched.

    Traveller: This is a great game for showing how a simple set of mechincs and rules can be used to design and implement a great, expansive setting.

    Labyrinth Lord: I would use LL to show the way a good retro-clone game is designed. It keeps the feel and rules of the original Moldvay/Cook B/X and has added options for playing with characters more in line with Holmes Basic or AD&D 1e with Original Edition Characters or the Advanced Edition Companion. A good example for how to revivify an older ruleset and expand it without losing the original feel.

    Harnmaster: One of the best systems available for showcasing how a game and a setting can work together. Amazingly impressive naturalistic fantasy game.

    Microlite: A great example of how to develop super-simple mechanics that allow the players to forget the rules and concentrate on the game.

    White Wolf Games World of Darkness/Vampire/Werewolf/etc.: These are great examples of how mechanics and setting can reinforce each other as one of the other commenters mentioned, but they’re also a great example of the way that artwork and production values can dramatically improve a game. The art, design, layout, print quality, etc. in these games is phenomenal and very evocative of the setting for the games.

    Boot Hill/Gangbusters: These are still some of my favorite go to games for gun-based combat. Simple, usable mechanics that make for some very deadly combat, which is how gun-based combat should be.

    Deadlands: One of the best implementations of a specific conceit in a role-playing game. The weird west motif is excellently done in this game, and the mechanics, setting, and art all play together great.

  5. Games that show classic mechanics and good design or what not to do.

    BRP(Runequestt [Not Mongoose], Stormbringer, COC, Ringworld etc.) – Varying in complexity but have extensibility and well structured and elegant mechanics. Introduced fumbles and specials and criticals. Many excellent settings. Strike rank initiative system. Various flavours of magic. Open progression of skills

    D&D 3+(really about 10+) – only for what not to do. A system for rules lawyers and min/maxers. Generally flawed in most respects. Silly hit point and body sausage.

    Traveller – Great setting, elegant mechanics (got away without any experience rules for several editions, who needs experience points?) Excellent character generation (If truly random and you get a marine with 1 level of gun combat and excessive amounts of admin – you know he’s no hero and was something like the pay clerk). Technology design. Flaws in most editions. TNS. Disaster of the rebellion – Task profiles

    Hero Wars / Heroquest – excellent very detailed setting, great cultural generation pity about task resolution.

    Gurps – for 3rd ed. source books particularly traveller ones. Pre-requisites,

    Dragonquest (never really caught on) – Colleges of magic, everyone had a distinct flavour – diferentiation of magic into talents, spells and rituals if I remember right

    Rolemaster/Spacemaster – nightmare of tables lots of dice rolling but idea of open ended rolls has potential for something. Extensive skills. Idea of spell lists. Silly Hit Points

    Chivalry and Sorcery – mass of tables for character generation but does give one some background to work with. Skillscape – skill difficulties. Base chance skilled and unskilled. Max skill levels base on complexity of skill. Detailed descriptions of what many skills offer the individual and what one needs to apply them.

    Pendragon – virtues and vices – Culture specific personality profiles which lead to penalties and bonuses depending on how well you personify your culture and code of chivalry