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From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes
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<blockquote data-quote="Jack Daniel" data-source="post: 9315174" data-attributes="member: 694"><p>I'm a single-system referee, but I find that OD&D makes for a perfectly cromulent universal dungeon- and hex-crawling system. I can use it to run games where fantasy heroes are searching dungeons deep and caverns old for magical items and gold coins; where far-future space opera heroes are crawling through abandoned space stations in search of weird tech and galactic credits; or one where present-day tomb-raiders are chasing after artifacts that ostensibly Belong In A Museum!™ (or belong to their cultures of origin, as the case may be) and stacks of unmarked greenbacks.</p><p></p><p>The next time I spin up a campaign, it's going to be paranormal scientists exploring a Backrooms-esque liminal netherworld in search of new and exciting kinds of ectoplasm (standing in for the g.p.) and psychokinetically-charged objects (in place of magical items). Plain old attack roll mechanics and 1d6 damage work just fine for a proton thrower if you treat a ghost's hit points as "PKE" that needs to be zapped and sapped before wrangling the spud into a muon trap.</p><p></p><p>System matters… to <em>gameplay</em> far more than to setting. The milieu is a coat of paint; what you're actually <em>doing</em> in there is what you need rules to address.</p></blockquote><p></p>
[QUOTE="Jack Daniel, post: 9315174, member: 694"] I'm a single-system referee, but I find that OD&D makes for a perfectly cromulent universal dungeon- and hex-crawling system. I can use it to run games where fantasy heroes are searching dungeons deep and caverns old for magical items and gold coins; where far-future space opera heroes are crawling through abandoned space stations in search of weird tech and galactic credits; or one where present-day tomb-raiders are chasing after artifacts that ostensibly Belong In A Museum!™ (or belong to their cultures of origin, as the case may be) and stacks of unmarked greenbacks. The next time I spin up a campaign, it's going to be paranormal scientists exploring a Backrooms-esque liminal netherworld in search of new and exciting kinds of ectoplasm (standing in for the g.p.) and psychokinetically-charged objects (in place of magical items). Plain old attack roll mechanics and 1d6 damage work just fine for a proton thrower if you treat a ghost's hit points as "PKE" that needs to be zapped and sapped before wrangling the spud into a muon trap. System matters… to [I]gameplay[/I] far more than to setting. The milieu is a coat of paint; what you're actually [I]doing[/I] in there is what you need rules to address. [/QUOTE]
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From Bespoke to Universal: Let's Talk About TTRPG Systems and Themes
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