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  1. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    But I think rife with NSR ones (which is what, all the core OSR principles but distancing themselves from the reactionaries + changing mechanics away from pure retroclones?), in the way that you expressed this as a generalized tag. Shadowdark, Cairn, HMTW backgrounds/motifs/etc are all intended...
  2. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I think this is where we probably once again need to note that the set of gameplay principles and mechanics that have grown up over the ~15ish years of OSR blogging and resultant games designed to facilitate them are their own things and just not "old school games." EG: Cairn and Mythic...
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    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I'm not sure it "fixes this issue" but it does have a split between powers always available, those that are x/rest, x/long rest, x/session, and xcharges/trigger to replenish (eg: the Arcana domain magic missiles style spell that you put tokens on at the start of a session and then replenish...
  4. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Can you share some examples? Genuinely curious here, I'm not super familiar with the games in the survival horror etc side of the hobby.
  5. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    You’re asserting an opinion here, mine is different. I’ve never had a player in a game with clear and separate designs for players and NPCs that fronts it in the rules be surprised when something happens in the fiction that is different. I have had it come up in 5e D&D. Given that, my going in...
  6. Z

    Fabula Ultima general thread [+]

    Yeah sorry I've been jumping ahead too.
  7. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    I thought I'd take a look at a NSR side game through these lenses: His Majesty the Worm - which is a bottom up design intended to take all the best ideas of the OSR blogosphere and "make dungeon crawling fun." - Fiction First Gaming: "His Majesty the Worm aims to make dungeon exploration fun...
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    Fabula Ultima general thread [+]

    I mean more how DH like 5e etc has a "you can just ignore any of this guidance or rules if you want to play differently" and FU especially in the GM side stuff is vastly more directive. DH also says "play to find out/don't prep a plot" up front and then has an entire section about planning story...
  9. Z

    Fabula Ultima general thread [+]

    TBF I think DH is far easier to play as a F20 game by default, FU has more opinionated system level implementation and guidance (it never says "you can ignore this stuff if it doesn't work for you" for instance IIRC). Like, honestly, in play at my tables there's very little that actively...
  10. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Yup. World simulationism is not a core facet of modern design, it’s probably as classic as you can get. That doesn’t mean there aren’t plenty of games doing gentle refinement on the idea or still being published, but I don’t think anybody would consider them modern in a mechanical sense. In fact...
  11. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    It does so explicitly because with the exception of things like “rivals” that use trimmed down powers and are presented in the fiction as “just like you” the games I’ve played that have embraced the separation as a design pillar are explicit that NPC and players are different right in the...
  12. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    Considering that literally every "modern" game I've seen come out this year has been explicit about the separation between PC and NPC design I think we can say that's a core characteristic. Even 5e.24 did this to a degree. Somewhere over in another D&D focused thread I saw somebody saying their...
  13. Z

    Fabula Ultima general thread [+]

    Gotcha, that would explain the sad. Neo-narrative? Lmao
  14. Z

    Fabula Ultima general thread [+]

    heh, fair. I guess we don’t really have a good “bin” for whatever it is that FU/DH/DW2 are trying to do. A bridge between more classic narrativist ethos especially on the GM side but a completely different game feel and kinda implicit “characters in complete concert + OC aspects + arcs of story...
  15. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    You're supposed to embrace the chaos and collapse. Seriously, that's the point of the game. I think we tried to hammer home how the Player Best Practices demand this in other threads, and the interlocking systems are indeed supposed to make it hard for your fledgling crew to thrive (that's...
  16. Z

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    Sure, I was just pointing out specific examples of intentional design attempts to do exactly what the OP was positing that exist.
  17. Z

    Fabula Ultima general thread [+]

    The thought comes to me that you could grab all the non-mechanical aspects of this and directly use it with Daggerheart mechanical design and it would work really well (the one aspect of FU I personally like the least is the very intentionally designed and well executed JRPG-esque combat). I...
  18. Z

    D&D General 5e System Redesign through New Classes and Setting. A Thought Experiment.

    I don't see that in the same vein as the ones I linked though, it's still mostly 5e generic but + stuff right? The 4 I linked are doing fundamentally different rules due to the specific setting and vibe they want to evoke (eg: The One Ring's classes not really having magic) as per OP.
  19. Z

    What Do You Think Of As "Modern TTRPG Mechanics"?

    You also have some like really interesting random tables driving play in the most recent NSR games (I'm thinking like Electric/Mythic Bastionland, HMTW Meatgrinder examples, etc).
  20. Z

    Fabula Ultima general thread [+]

    Oh, I dont think that's it at all. Ema had a very specific vision of how they wanted the arcs of play and relationship between GM and Players to go and has done all they can to try and make it happen. The actual gameplay constantly has things the "programmer" didn't think of happening (see...
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