Date: 2012-01-10 04:47 pm (UTC)
From: [identity profile] haikujaguar.livejournal.com
I found the white wolf system pretty intuitive... unfortunately it was so bound up in the world I could never "export" it to anything original. (Even the White Wolf export of it to the Exalted RPG felt disastrous to me.)

I liked GURPS for allowing me to customize the game system to fit my setting. All the other times I've basically been shoehorning systems into original worlds and it's never really felt right. I often end up ignoring a lot of the rules.

Date: 2012-01-12 02:42 am (UTC)
From: [identity profile] jordangreywolf.livejournal.com
I don't think I can point to ANY campaign I've run where my usage of house rules has been completely glitch-free ... but then, I can't think of a campaign where I've run things "rules-as-written" completely glitch-free, either. ;)

My experience with White Wolf's d10 system was cursory at best, but I liked the idea of the basic mechanic. Plus, it shared something I liked with Advanced HeroQuest and WEG Star Wars: Having several of just ONE type of die to roll makes the "dice pool" a lot easier to manage. (Far better than, say, Ironclaw or Deadlands Classic in that regard, from my experience, even though each system has its own strong points.)

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