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Game Objective & System

Before running a game, we need to make some important decisions. A lot of times people start by picking a system, then they build a campaign idea, draw up some maps, pick some monsters, and go for it. However, there is value to considering how the system we use supports the type of game we want to run!

 

​Back in ye-olde-days, of RPGs, games were about killing things, breaking traps, and getting XP. This is pretty clear when you look at how old systems were set up based on kills and treasure gained. As RPGs expanded and more systems gained popularity, there was a trend toward super mechanics heavy game systems (D&D 2nd Edition, Shadow Run, etc.) But over the course of time, systems have been winnowed down considerably, focusing less on XP and more on the game play experience. Now there are super lightweight systems like Unisystem, GURPS, Savage Worlds, etc. that are designed to work (with minor adjustments) in nearly any setting. The emphasis is on the story telling and role play. Classless systems allow for more customized characters, and downplay min-maxing. With access to the entirety of the internet, gamers now have more flexibility than ever when it comes to finding a system that fits the game we want to run and play.

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Despite having more options than ever before, many game runners keep using the same system they have always run because it's what they know. But systems that are designed to support different types of gameplay. Before picking what system to use to run a game, it can be valuable to take a step back and consider what kind of game you want to play. I call this, "The Game Objective."

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Establishing the reasons for running can also help recruit the right players for your game. By setting expectations early, players can opt into and out of participating. This provides a more cohesive play experience, and helps develop trust between everyone at the table. When we're all on the same page, it's easier to tell a compelling story.

 

The reasons behind why you want to run your game are going to change the type of game you run. Playing a game to decompress from the week, playing a game to experience something new, and playing a game to exert some control over life in a chaotic unsure world, will all yield vastly different games. And you can have multiple goals! Before starting campaign planning, I suggest asking yourself these questions:

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What do you hope to get out of the game?
Why do you want to run this game?
What do you hope your players will get out of playing?

 

Example One:
  • I want to explore this awesome world I made up.

  • I need a creative outlet so that I don't murder my co-workers.

  • I want them to bask in my glorious creativity.

  • In this case, maybe I don't want to play a hack and slash campaign. I probably want to run a game that involves a lot of travel. Immediately I start thinking about collection quests. Maybe characters need to collect items from around the world? Maybe there's a machine that needs to be built? I probably need a system that has a nice mix of combat and RP.

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Example Two:
  • I want to hang out with my friends.

  • I want everyone to have a really good time!

  • Laughs!

  • So, maybe running a super serious, mechanics heavy system isn't a great fit. Maybe I should focus on a light system that encourages wacky behavior!

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In summary, before settling on a system, explore your goals and then do some research! There are lots of great systems out there that are fun and easy to learn. Playing a new system also puts all of your players on a more even footing, that way you don't have to worry about players obsessing over being the super best, or using the rules to their advantage in an un-fun way. And if everyone is informed of the goal of the campaign, collaborative story telling will be more cohesive, and hopefully, more fun!

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