Quote:
Originally Posted by M-Type
Another system I've been itching to try is FLOW, from the official STALKER game (and I'm talking Roadside Picnic, not the video games). It's diceless, and is based on utilizing character skill and common sense to convince the GM that your idea will work, or maybe work half-way, etc etc. Character creation is also easy, and you can probably shoe-horn some stuff in for radiation and the like if you want to go full T2k
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That sounds interesting. I kind of like the idea, but I see some potential problems with such a system as well. I imagine you'd need a fairly intelligent and mature group for it to work, otherwise, as GM, you'd probably spend a lot of time arguing about the plausibility of various proposals. Also, as the ultimate arbiter, the GM could come across as a bit of a tyrant. In most systems, the objectivity of a die-roll helps level the playing field just a bit.
I use v2.2 only because that's the first system I actually played with. I started my relationship with T2K with the original box set (v1) rules but the first time I ever got to play T2K was a PbP (thanks Kcdusk) and the GM was using v2.2. I bought it so that I could build a PC and ended up sticking with it when I started by own PbP. It's not perfect, but it seems to work OK, and I don't really have the free time or the funds to invest them in a new system.