I try but am not good! I do this mostly while GMing as it tends to help players understand which character is speaking. Something I learned after many years of playing is that it's not the accent, but the word choice, the mannerisms, and the vocal tics to define the characters.
i) I personally am seeing more advancement in these areas in that there are more rules built around or to support these components. I see FATE's Stress mechanics as like the "prototype" of the wounds and stress mechanics of today.
ii) It's a good point. Nothing really that new under the sun...
If we use "early 2000's" onwards as the line for modern, I would say concepts like meta-currencies, structuring rules around influencing the fiction rather than the minutiate of the objects in the game; earlier posts named them simulationists but I personally see traditional ways as more broadly...
Sure, but perhaps that could be managed when you can implement some kind of rule where the HP refreshes when you reach a threshold like Level 10... Or award HP as rewards for completing quests or milestones.
The previous posts already discussed some of the ways it can be abused:
But to me, I see this as a players intentionally trying to break the game, rather than the system itself being bad. We can layer additional rules and conditions to manage these exploits, but the nice thing about Reynard's...
To a certain extent, it will also fall on the players not to abuse the system so blatantly and cooperate to create the fiction and gameplay that will benefit the table as a whole. Any TRPG system can be exploited and abused because it's all humans interacting and negotiating with each other...
Don't think it's a dumb idea at all! Hit points have always felt more like a measure of how lucky/important the characters were to escape death, since you only start to die when you run out of hitpoints, literally running out of luck. But just relying on that alone will probably still not be...
Looking forward to getting a copy of the game once their crowdfunding campaign ends! Peter and his team did a great job with the game, but it was an inspired idea for him to first enter into the space by just creating and sharing videos about his views of game design.
Not gonna lie, that kinda sounds like a hilarious Wild Sorcerer build and I can imagine a tuned version of this might appeal to a few players who want to play Casino Mage.
But also, it's not the strongest analogy for this. A weapon in D&D is always useful for a fighter in combat, even if...
Oh, it's not my intention to mean that it's a bad thing to design and add crunch! My main point was that (i) being drawn to more crunch seems to be a common occurrence for more experienced players and designers, and (ii) the whole space is still evolving in terms of grappling with how we design...
Love this idea. Flavourful and gives a very "Slayers" vibe. Definitely an interesting design space for anyone interested in developing it for their own tables.
I sort of agree with the general concept, in that breaking weapons is an elegant way to introduce resource attrition into the game, which could encourage more interesting choices for players and GMs...
However!
It'll need to be tuned to actually trigger interesting decision-making; I think...
Agreed! Been doing something similar, but I think of it as a "spotlight" concept. People's eyes and the mind's eye can really only focus on a small area at a time, so it's counter-productive to flood them with a lot of information and details. Keep to one detail at a time, and focus it on very...
Coming from a world of Video games and sports, TTRPGs is the only hobby that I know that is a completely flexible, open-canvas experience. It's kind of wild to know that a group of people can just sit together to declare/do pretty much whatever they want, and it'll be a mostly valid input for...
I second this point. I venture to guess that veteran TTRP-Gamers will prefer crunch over rules-lite as rules tend to generate more interesting outcomes outside of player/GM fiat. But I think a lot of older crunch tended to be very granular and act as a separate sub-system that doesn't contribute...