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Community
General Tabletop Discussion
*TTRPGs General
Is there a framework for pnp RPGs that allows you to compare the game mechanics between different editions of a game?
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<blockquote data-quote="GuardianLurker" data-source="post: 9759286" data-attributes="member: 786"><p>There are all KINDS of ways to compare PnP (TTRPG) systems, depending on what you're looking to analyze.</p><p></p><p>For me, I pretty much start with the dice mechanics:</p><p>*Single Die vs Target</p><p>*Dice Pools, with variants of summed/success, small/limited/large, same size/varying size</p><p>*Custom Dice</p><p>*Cards</p><p>*Diceless/No Randomization</p><p></p><p>Kind of independent is how or if the dice mechanics handle "criticals"</p><p>*Exploding Dice</p><p>*Degrees of Success (and/or Failure)</p><p>*Special Results (e.g. Nat 1s, doubles, etc.)</p><p>*None</p><p></p><p>Then I move to character structure, creation, and advancement:</p><p>*Structure: Skill-based/Class-based</p><p>*Creation: Point-buy/Menu-selection (random/choices)/Dice Rolls</p><p>*Advancement: Static/Slow/Quick</p><p></p><p>Another big system nod is whether the system uses meta-currency.</p><p>*Optional/Small-scale (e.g. "Hero Points")</p><p>*Ebb and Flow/Economy (e.g. Light-side/Dark-side in FFG's Star Wars)</p><p>*Narration-based (e.g. FATE)</p><p></p><p>From there I start looking at Genre, World Setting, and Weight (both figurative and literal).</p><p></p><p>In all of these divisions are really broad-strokes, and there are often little tweaks. Some systems may use different things for different parts of play (which increases the weight), or combine them together. I'm also not claiming that the divisions/categories are exhaustive and complete. There's still plenty of innovations happening and that I've missed, but it generally works for me.</p></blockquote><p></p>
[QUOTE="GuardianLurker, post: 9759286, member: 786"] There are all KINDS of ways to compare PnP (TTRPG) systems, depending on what you're looking to analyze. For me, I pretty much start with the dice mechanics: *Single Die vs Target *Dice Pools, with variants of summed/success, small/limited/large, same size/varying size *Custom Dice *Cards *Diceless/No Randomization Kind of independent is how or if the dice mechanics handle "criticals" *Exploding Dice *Degrees of Success (and/or Failure) *Special Results (e.g. Nat 1s, doubles, etc.) *None Then I move to character structure, creation, and advancement: *Structure: Skill-based/Class-based *Creation: Point-buy/Menu-selection (random/choices)/Dice Rolls *Advancement: Static/Slow/Quick Another big system nod is whether the system uses meta-currency. *Optional/Small-scale (e.g. "Hero Points") *Ebb and Flow/Economy (e.g. Light-side/Dark-side in FFG's Star Wars) *Narration-based (e.g. FATE) From there I start looking at Genre, World Setting, and Weight (both figurative and literal). In all of these divisions are really broad-strokes, and there are often little tweaks. Some systems may use different things for different parts of play (which increases the weight), or combine them together. I'm also not claiming that the divisions/categories are exhaustive and complete. There's still plenty of innovations happening and that I've missed, but it generally works for me. [/QUOTE]
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General Tabletop Discussion
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Is there a framework for pnp RPGs that allows you to compare the game mechanics between different editions of a game?
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