GURPS has well-defined powers, interactions, and logic.
I dislike GURPS dice systems.
The Old World of Darkness has excellent atmosphere and supporting splatbooks. Its dice system is interesting but clunky. Its emphasis on Storyteller interpretation and encyclopedic knowledge of obscure rules is downright unworkable. Its Sphere system is pretty bad.
Ars Magica has clear, simple rules that are fairly concise and yet highly detailed and flexible. Its verb-direct object system is much clearer than Mage Spheres. On the downside, Ars Magica is thoroughly wedded to the pseudo-medieval, pseudo-Aristotelian setting.
What are my priorities?
- A point system that looks more like Mage’s Quintessence than it looks like Torg’s Possibility Points;
- Well-defined, logical, clear-cut rules that allow complex combinations of story elements without judgement calls;
- Non-clunky dice systems;
- Absence of metaplot distractions;
- No need for encyclopedic memorization; Continue reading