Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Asymmetrical Complexity in RPG Design
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Umbran" data-source="post: 9370936" data-attributes="member: 177"><p>Hm. I ran two games this weekend (one-shots at a house con) that both have some level of asymmetry.</p><p></p><p>One was <em><strong>Old Gods of Appalachia</strong></em> - which is based in the <em><strong>Cypher System</strong></em>. And in Cypher there's some very obvious asymmetry, in that the GM doesn't roll dice.</p><p></p><p>And Cypher has rather the same sort of differences as you mention in that hypothetical. The player has a character with three stats, a pool of points to spend for each of those stats, a bunch of skills/inabilities that can make rolls easier or harder, and a list of special abilities...</p><p></p><p>Meanwhile, an NPC/monster can be one number denoting its Rank. If it is getting used in combat, it may have a number of hit points and a number for damage it deals, and that's it. I may also have a couple simple special abilities. But, broadly, all the complication is player side. It is remarkably simple for the GM.</p><p></p><p></p><p>The other system I ran was <strong><em>Deathmatch Island</em></strong>. To talk about it deeply would then include a discussion of "what are 'rules' in this context?"</p><p></p><p>Deathmatch Island doesn't have "task resolution", because it doesn't deal in individual tasks. Its basic conflict resolution is pretty simple: The GM states the situation. The players, mostly as a group, decides on their goal and approach for the overall conflict, not for individual actions. The GM rolls a die or two that generate a target number. The players roll a few dice, and add the highest two trying to beat that target number. The players then narrate, from worst failure up through best success, what happened.</p><p></p><p>But, above and beyond the conflict resolution, the GM has a whole lot of process they work through to determine what happens next. In a campaign you're going through three islands, each island has two phases, the second phase has three stages, and there's some items to manage between islands. So, on the player side, things are pretty simple, but I was having to flip through lots of papers on my side.</p></blockquote><p></p>
[QUOTE="Umbran, post: 9370936, member: 177"] Hm. I ran two games this weekend (one-shots at a house con) that both have some level of asymmetry. One was [I][B]Old Gods of Appalachia[/B][/I] - which is based in the [I][B]Cypher System[/B][/I]. And in Cypher there's some very obvious asymmetry, in that the GM doesn't roll dice. And Cypher has rather the same sort of differences as you mention in that hypothetical. The player has a character with three stats, a pool of points to spend for each of those stats, a bunch of skills/inabilities that can make rolls easier or harder, and a list of special abilities... Meanwhile, an NPC/monster can be one number denoting its Rank. If it is getting used in combat, it may have a number of hit points and a number for damage it deals, and that's it. I may also have a couple simple special abilities. But, broadly, all the complication is player side. It is remarkably simple for the GM. The other system I ran was [B][I]Deathmatch Island[/I][/B]. To talk about it deeply would then include a discussion of "what are 'rules' in this context?" Deathmatch Island doesn't have "task resolution", because it doesn't deal in individual tasks. Its basic conflict resolution is pretty simple: The GM states the situation. The players, mostly as a group, decides on their goal and approach for the overall conflict, not for individual actions. The GM rolls a die or two that generate a target number. The players roll a few dice, and add the highest two trying to beat that target number. The players then narrate, from worst failure up through best success, what happened. But, above and beyond the conflict resolution, the GM has a whole lot of process they work through to determine what happens next. In a campaign you're going through three islands, each island has two phases, the second phase has three stages, and there's some items to manage between islands. So, on the player side, things are pretty simple, but I was having to flip through lots of papers on my side. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Asymmetrical Complexity in RPG Design
Top