Perhaps you’ve heard the term “system mastery” in connection with RPGs. I think the simplest definition of system mastery is “to reach a level of familiarity with an RPG that you no longer need to reference the rules in order to remember even the most obscure of rules.”

I confess, I’ve never achieved such mastery of any system. I’m not aware of anyone who has, come to think of it. Like any “Forever GM,” I think I’ve achieved a level of “system familiarity” that allows me to play and GM a game to a degree that minimizes the need for rulebook reference.

Then, there’s also the old “GM fiat,” where rulings are made at the table so as to keep play flowing (thus the tried-and-true adage of “rulings, not rules”). Once a session is over, the GM and players can read up and be ready for the next time a rule might come up.

But, as you know, knowledge of reality never stops an inveterate dreamer from dreaming! As I’ve said, I’ve long wanted to establish a grand Dragonlance campaign that spans many years on Krynn and in the real world. Or rather, more precisely, I seek to make Dragonlance a persistent, living sandbox in which many different players and characters can come and go, leaving their mark on Krynn in the process.

As for system, I make no secret of my admiration of Castles & Crusades! It is an elegant system that can be as complex or simple as you desire, depending on how much of the rules you choose to include in your campaign. Indeed, that’s how many of us did things when running the first and second editions of Advanced D&D; at the tables of my youth, we rarely considered encumbrance, and never got near weapon speed considerations!

Speaking of first edition, Castles & Crusades captures the spirit of early Advanced D&D but uses a unified roll-high mechanic called the Siege Engine that I appreciate. Plus, they worked with Gary Gygax and he gave the system his blessing, according to lore.

Ultimately, if I’m going to get my long-desired Dragonlance sandbox campaign off the ground, I’m going to use Castles & Crusades to do it! Maybe you, dear reader, can keep tabs on me, and keep me accountable! If I need to count on public ridicule to keep me honest, I’ll do it!

Question time:

What systems have you “mastered,” if any? What settings? What level of familiarity is acceptable to you and your players?

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2 responses to “The Eternal Aspirations for Mastery of System and Setting”

  1. Jonathan Becker Avatar
    Jonathan Becker

    With regard to RPGs, I feel “mastery” includes both solid competence, but also the ability to teach the system to others such that they may achieve solid competence. A master of D&D, for example, would be able to train another person to act as a Dungeon Master…no small feat.

    By that definition, I consider myself to be a master of AD&D (not a “grand master” by any stretch but somewhere at the lower echelons). Other systems I’ve mastered include most early forms of D&D.

    Once upon a time, I had a great deal of system mastery for many TSR games (Top Secret, Gamma World, Star Frontiers, Boot Hill, Marvel and Advanced Marvel) as well as Vampire the Masquerade, Palladium, Shadowrun, WEG Star Wars and a handful of other RPGs. But I’ve let those skills atrophy over the years, and it would take a while to get up to speed again.

    1. Agreed re: the levels of mastery one can attain. And, if you don’t use it, you definitely lose it!

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