As my brain meandered the other day, as it is apt to do, I had a thought about game systems. A common trait between many unpopular systems is that they possessed combat systems which are very deadly. A mere chance encounter leads to character death far more often than other systems.
All systems can be deadly but the systems that have not achieved popularity do not possess the ability to mitigate risk. Other than a GM blatantly fudging rolls, a characters in those combat systems are likely to end up dead. Is a deadly combat system a death knell for a system? Not necessarily. However, the odds do not to be in the system’s favor. Popularity, failure, and deadly are all very subjective. Definitions are required and because it was my thought, I must define each of them.
Popularity:
If a game system is no longer available at a game store in some resemblance of its current state, especially by name, consider it non-popular. If the original name is intact and still available, no matter the divergence from its roots, consider it popular if and only if it has been commercially available for a decade or more.
Failure:
Utter failure would be a rule system that reached publication but failed to garner any support by the publisher in the form of a second edition or by having affiliated materials published. Many systems fall in the middle between failure and popular. In the end, those systems that showed up but only lasted fewer than 5 years, should be judged as failures. Harsh but they failed the test of time.
Deadly:
Deadly is far easier to define. Should a character step into combat, he has about equal odds of dying or surviving. Mano a Mano will result in someone dying. It might be the PC, it might be the other guy. Equally paired, players with even stats, are evenly matched. Being outmatched is not deadly, it is being stupid or being forced to engage in combat when you should not.
In the End:
No game system I could recall hit all those factors and still remains. Kevin offered an exception. D&D. In the basic edition, D&D hit all the deadly requirements but is still popular. It was very deadly but the system has elements which mitigate death: Armor and encounter strength. Killing kobolds at level 3 is not deadly.
Is there any game system, set in relatively modern times, that defies my supposition? By relatively modern, assume from the time the crossbow made plate armor moot through when kevlar was introduced as a staple of modern warfighting? Are all systems such as Boot Hill, Gang Busters, James Bond, Top Secret, etc. doomed to failure before they start?
Tags: Boot Hill, D&D, Death, GangBusters, James Bond, System Design, Top Secret




