What mechanics or subsystems do you use regardless of the game you are running/playing?


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Do you have a favorite mechanic or subsystem that you port into most or all of the games you run (or play, but this is usually a GM level decision).

Do you have a mechanic you like that you import most or all of the time?
I made a homebrewed replacement for D&D alignment inspired by the old White Wolf personality traits and one of the psychological test + severe selfishness & severe selflessness that profiles a person's morality relative to the rest of the population on a number of axes that quantify moral values by type, though I simplified it to just a sort of +X, 0, -X granularity, and customised it a bit.

Anyway, I find it a useful way to sum up the values of an NPC, and I have found it a useful reminder to players (and me as the GM) what the PCs values are, if we miss a couple sessions, so we don't just slip into playing ourselves.

No mechanical impact, and yet, still useful.
 

Do you have a mechanic you like that you import most or all of the time?
Not a mechanic as such, but rather a couple of "house rules" that are beyond the system:

- PC death is always negotiable between player and DM (e.g. traded for a penalty or another condition/outcome)

- PvP is not allowed by default, unless everyone at the table agrees
 

During character creation for any game that doesn't already have something similar, I give everyone the Hubris table from 7th Sea 1st edition so that everyone can select their one "fatal flaw" for their character that they can easily play. I have found that when players have a single "character problem" they always have at hand (like Greedy, Inattentive, Reckless, Trusting, Hedonistic etc)... it makes it simpler for them to really play different types of characters with different attitudes. The one Hubris colors all of their actions and interactions.
 

Less often but still regularly, I import the Warmachine and Domain Management systems from the BECMI rules into all forms of D&D and most D&D adjacent games, since they are effectively bolt-on.
I have used and am using worldbuilding mechanics from the ...Without Number series and ACKS II in my Level Up game. Did that yesterday in fact. I expect I would do the same in any game I run; it's really good stuff.
 


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