If you want rules for everything, I'd say GURPS. Lots of rules, in as much detail as you care to use, and plenty of source material so you don't have to create spells, etc. from scratch.
Alternately, go with a "rule-lite" system, possibly extremely so, and don't worry if things are completely consistent or reasonable. (Feel free to, if not ret-con, at least let players know when you make mistakes and that you'll try not to repeat them.)
Lots of people run D&D (or D20) because it gives you a skill list and a combat system. But they tweak the challenges to make a good story. You don't need 57 powers and 13 stats to say "If the combat specialist fights the guard, the guard goes down 95% of the time but the bookworm can only take him down 20% of the time. Both together, and the guard is guaranteed to go down."
The same thing for spell lists, powers, etc. Things work the way they work, and you don't need to tweak it because you like something else better. There's no need to make mages more flexible or whatever. They have the power that they have, and that's that. Fix the encounter to tell your story. (This can be a problem if the magic system has elements, like invisibility, truth spells, etc. that make telling your story hard, but c'est la vie.)
Try to find a low-system game with a good GM, and play in it for a few sessions and see if you think you could handle GMing it..
And on a completely unrelated note, do you know any professional GCC hackers who might could use a contract? We could use some modifications..
Alternately, go with a "rule-lite" system, possibly extremely so, and don't worry if things are completely consistent or reasonable. (Feel free to, if not ret-con, at least let players know when you make mistakes and that you'll try not to repeat them.)
Lots of people run D&D (or D20) because it gives you a skill list and a combat system. But they tweak the challenges to make a good story. You don't need 57 powers and 13 stats to say "If the combat specialist fights the guard, the guard goes down 95% of the time but the bookworm can only take him down 20% of the time. Both together, and the guard is guaranteed to go down."
The same thing for spell lists, powers, etc. Things work the way they work, and you don't need to tweak it because you like something else better. There's no need to make mages more flexible or whatever. They have the power that they have, and that's that. Fix the encounter to tell your story. (This can be a problem if the magic system has elements, like invisibility, truth spells, etc. that make telling your story hard, but c'est la vie.)
Try to find a low-system game with a good GM, and play in it for a few sessions and see if you think you could handle GMing it..
And on a completely unrelated note, do you know any professional GCC hackers who might could use a contract? We could use some modifications..
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