Day 18 – Favourite Game System
Okay, with this one, I'm going on the assumption that we're talking about game mechanics here, rather than the favourite rpg itself. So...
From the point of view of old game systems, I would have to say that my favourite game mechanics belong to the old fantasy roleplaying game published by SPI, DragonQuest.
When it comes right down to it, the game mechanics of the system are not as simple as the sorts of mechanics that we see these days, given they were based on roleplaying games, but I had a much more logical mind back in the day, and they suited me to a "T". The game mechanics were D100 based, one had to roll below the percentage, but there were also formulae for calculating everything from skill levels to weapon combat abilities (though fortunately these were done pretty much in advance). The magic system of DragonQuest is still my preferred one, set up around "Colleges" that each had distinctive functions (Air Magics, Necromancy, Greater Summonings, Enchantment, etc.), and I prefer my magic systems to be functional and organised, rather than what I see as the chaotic systems of magic for games such as D&D among others. That said, the mathematical nature of the game mechanics turned a lot of people off, I suspect, but for me it's the old-time set of mechanics that I love the most.
The game mechanics from the modern day systems that I prefer the most are those associated with what is called the Vortex system. This system first came into use for the Doctor Who: Adventures in Time and Space roleplaying game from Cubicle 7, though I prefer the version used in the Primeval RPG.
The mechanics of the system are straightforward, with an Attribute + Skill + 2D6 basic compared to a Difficulty, and then modifiers and other means of resolving stuff added, as well as a Story Point set of mechanics added as well to simulate the tv series on which the majority of Vortex games so far are based. The game uses other common elements to various roleplaying games, such as Good and Bad Traits, to good effect, but keeps it relatively simple and uses easy to acquire six-sided dice. To me, the best parts of the Primeval RPG system is the Threat and Exposure and Temporal Damage sub-systems that were devised for the game, which work to simulate stuff that is commonly seen in the tv series itself.
So that's the answer to the #RPGaDAY question of the day. :)
If anyone wants to know more about either of these two game systems (DragonQuest or Primeval), please don't hesitate to ask me any questions you might have in the Comments section. :)