1) What is your favorite genre for RPG's?
Without a doubt, horror. All of my games have some sort of horror element.
2) What is your favorite system for mechanics of game play? Why? (I am by far no expert in any of the systems, so some explanation would be greatly appreciated
)
I like open systems without too much crunch (paradoxically, most of my gaming time has been spent with D'n'D 3.5). I'd say my favourite system is In Nomine, because it's easy and fast and intuitive. It's also incredibly easy to break, but I don't mind that because it flows so well. In 4 years of play I never had a single rules dispute on either side of the screen. Honourable mention to Seventh Sea's roll and keep system for being intuitive, dramatic and fairly fun.
In Nomine is a game based around playing as Angels, Demons or others engaged in the War between heaven and hell for the soul of humanity. It's mechanics are quite simple- roll
3D6. 2 dice are used to roll under or equal to your skill or stat, to determine success (like a
Ld test in
40K). The other dice is the "check digit", determining how well you succeed or how catastrophically you fail. Low means a minor success or minor failure, high means a bigger success or bigger failure.
The stats are very simple, being based on the three realms of existence (Corporeal, Celestial and Ethereal) with 2 stats each (Strength and Agility, Will and Perception, Intelligence and Precision). Skills give a bonus to these stats. So for example, an angel with Strength 5 and Large Weapon 2 would be trying to roll under 7 to hit someone with a flaming sword.
The game is based around moral choices. Each choir of angel or band of demons has a particular outlook, and an ability stemming from that outlook. If they go against their outlook or nature, they generate dissonance (which is bad). Too much dissonance for an angel can lead to a Fall, too much for a demon can lead to them developing "tells" (cloven hooves, brimstone stenchlohi etc).
Angels:
Seraphs: The most holy angels, can see the truth in any situation but are unable to lie without dissonance.
Cherubs: Protectors, can attune themselves to an object or person and gain knowledge of their position and threats towards them, gain dissonance if they are hurt.
Elohim: Deliberators. Can Sense emotion in others, but gain dissonance if they allow themselves to be ruled by emotion.
Ofanim: Angels of action. They cause things to happen and can see the fastest route to resolution in situations. Choosing inaction or apathy causes dissonance.
Malakim: Honour bound demon hunters. Created after the Fall to deal with the threat, no Malakim has ever Fallen. They are attuned to honour, and can tell how honourable someone is at a glance. However, they must swear four oaths at creation which they must abide by, or suffer dissonance. 2 of these are always: Suffer no evil to live and Never be taken alive by the Enemy.
Kyriotates: These are weird ones. They possess the bodies of mortals, but do not gain any of the mortal's memories. They can possess multiple bodies at once. They must leave the host in a better situation than they found it or they gain dissonance. They do not have corporeal bodies of their own. (Think Quantum Leap).
Mercurians: The Least Holy. These are negotiators and politicians. They abhor violence, and gain dissonance for harming humans. They can see the political connections in a group at a glance.
For each Choir of angels (except malakim) there is a corresponding Band of demons.
Balseraphs: Fallen Seraphs, they are liars who project their lies onto reality and make others believe them. A Balseraph gains dissonance if he is caught out in a lie.
Djinn: Fallen Cherubs, these are celestial stalkers who make their targets lives a misery. However, they run the risk of becoming obsessively affectionate towards their prey, gaining dissonance.
Habbalites: Completely given over to their emotions, these fallen Eholim inflict emotions on others and force them to feel a certain way. They are deluded into believing they are still angels. They gain dissonance if their resonance rebounds onto them.
Calabim: Fallen ofanim, these are destroyers. They have internalised the drive for change into pure entropy, which they can use to lash out at their surroundings and break them apart. They gain dissonance if they do not smash aside their obstacles.
Lilim: Not fallen angels, these daughters of Lilith can see what a being wants and offer them a deal to provide it for them. Reneging on a deal is dissonant to a lilim.
Shedim: These are the stereotypical possessor demons. No body of their own, they must possess and corrupt a single host or gain dissonance.
Impudites: Fallen Mercurians, Impudites force people to like them and then drain them of their Essence. Harming a food source (human) is dissonant to an impudite.
Once you pick your choir or band, you must also pick a Word, which is a concept you serve and further. Examples are Creation, Dark Humour, Gluttony, War, Destiny, Dreams. Each word comes with a bonus ability, and a dissonance condition (and extra way to pick up dissonance).
This really helps people to play in character and think about their actions.
As well as angels and demons, you can play as Soldiers of Heaven or Hell (human servitors) and Ethereals (old Gods and new ideas primarily living in the ethereal).
Sorry about the indepth explantation, for me, In Nomine is all about the setting and the characters. The rules are definitely in the back seat.
3) What are the resources for the game? What is needed to play and is it easy to get? I would prefer something fairly inexpensive to get into.
Hmmm. Well, for In Nomine, you just need the core rulebook which is a cheap pdf these days. You can also get a lot of supplements for it, but it's really just flavour (excellent flavour). For D'n'D 3.5 or Pathfinder, everything is online.
4) What is the time commitment?
If I'm a player, 3 hours a week playing, 0-1 hours a week thinking about it and coming up with stuff. If I'm a
GM, 3 hours a week running the game, 1+ hours prepping (but usually not more than 1, and sometimes sessions are completely ad libbed.)
5) How easy is it to play and learn all of the rules? Or modify the rules?
For In Nomine, very easy. The core mechanic is very simple. You can learn how to play in less than half an hour. There's a lot of depth and scope to it, of course, so you can learn the extras as you go along, but the rules are less important than the story.
For other systems, anything between 1 and 3 sessions should have you right.