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2.1 Types of Game Systems and How to Choose the Right One

Choosing a TTRPG system is not just a technical step — it’s the foundation of your game’s atmosphere, dynamics, and engagement. The rules truly matter: they determine what flows smoothly at the table and what starts slowing the game down.


Types of Systems

System TypeExamplesDescription
NarrativeFATE, Monster of the Week(PbtA)Prioritize story and characters. Simple rules, minimal dice, maximum improvisation. Great for drama, exploration, and emotional plots.
TacticalD&D, PathfinderComplex rules, many rolls, tables, turn-based combat. Ideal for players who enjoy tactics, optimization, and detailed planning.
HybridSavage Worlds, GenesysCombine combat mechanics with narrative flexibility. A universal choice if the group has mixed preferences.

Key Factors of Choice

  • Playstyle. The GM should observe what players enjoy the most: acting out dialogue scenes, building strategy in combat, or exploring the world. Many GMs make the mistake of choosing a system “for themselves,” ignoring group preferences.
  • Campaign genre. Horror benefits from lightweight systems (heavy calculations kill the tension). Epic fantasy requires mechanics supporting heroism and magic. Science fiction often needs systems capable of modeling technology.
  • Player experience. Beginners should be offered rules with clear mechanics (e.g., Fate Accelerated or Dungeon World). Experienced groups can handle heavier systems where deep mechanics become part of the fun.
  • Long-term plans. For multi-year campaigns, choose robust and well-supported systems (D&D, Pathfinder). For short one-shots, even experimental or minimalist systems work great.

Practical Selection Tips

  • Run a mini-session (one-shot) using different systems so players can compare.
  • Discuss expectations: “Do you want more tactics or more story?”
  • Use ready-made adaptations (e.g., FATE can be tuned for fantasy, cyberpunk, or horror).
  • Don’t fear modifications: “house rules” help smooth rough edges if the system is almost a perfect fit.

Insights from the Grandmasters’ Chamber

We reached out OrbRPG GMs to hear their thoughts on choosing and switching RPG systems. Here’s what they shared about common challenges and strategies:

  • System Fit vs. Player Adaptation. Most GMs noted that the system rarely “fails” — it’s usually about how players adapt:
    Nine Lives: Players struggled when moving from traditional RPGs to a PbtA hack, due to habits of asking instead of creating narrative. After some adjustment, they found the campaign much more engaging.
    Players often need extra time to understand the system, especially for key mechanics. Providing quick-reference guides or material links helps ease adaptation.

  • Language and Materials. Language barriers or poorly localized materials can double the difficulty of switching systems:
    Tialiko: “The main challenge when changing systems is language. If there’s no mother tongue translation, adaptation takes longer. Players need time to learn the core mechanics, and I usually provide reference links in a dedicated materials”
    Bao: Finding pre-made adventures or materials in your language can make or break the first experience with a system.

  • Choosing Systems to Match Players. A few GMs emphasized selecting systems that fit the group from the start:
    Angilin: “I always gather a group based on the system. You can’t pick people first and then decide what to play.”
    Popularity and setting familiarity matter — many players come prepared for D&D or World of Darkness because they know the lore and expectations.

  • Persistence and Second Chances. Sometimes the first attempt with a system doesn’t work, but giving it another try can be rewarding:
    Nine Lives: “Some systems seem simple but are actually demanding. Don’t judge a system by your first failed attempt — the second try can be a very different experience.”
    Bao: Experienced multiple failed attempts with one system due to initial misunderstandings, but eventually found it enjoyable for the whole group.

Conclusion

A system is a language you use to speak with your players. If that language aligns with the group’s interests, the game flows naturally and effortlessly. If not, the GM will waste energy struggling with the rules. This is why the right choice is a shared decision, not the GM’s personal whim.