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Meta-Mechanics Worth Stealing

Frostmarrow said:
Of course you have the dreams, foreshadowing, past events, and so on which you play with expendable characters to flesh out the story in Vampire The Masquerade.
I wasn't aware of that one. Vampire recommends that you play out clairvoyant dreams with expendable characters? I may have to give that a go...
Frostmarrow said:
The swashbuckling cards courtesy of Scratch Factory (and us, apparently) adds immensly to any game. (Used them in CoC last night. "Drop your weapon..." saved my character from being eaten by a byakhee. Just so you know. :))
How did a "Drop your weapon..." card save you from being eaten by a byakhee?
 

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I've always liked the idea of exploding dice for damage and certain other things.
(If you roll the maximum number, you reroll and add to the total, ad infinitum.)

The Patience idea is very good indeed.
 

Players roll all the dice from ... well, any system where players roll all the dice.

I am so sick of going back to the table all the time. I'm usually standing when I GM, moving a lot, gesturing a lot.
 

I like keys, but I think they're better when they give everybody xp instead of just one player. Ties the players' goals together, so even the combat-monkey wants to go back to town and be "supporting cast" for the social stuff that will also get xp.
 

Another Feng Shui bit ripe for plundering... instead of working everything together with lots of backstory, you start with your characters about to get into a fight, and then the players explain why they are about to get it a fight.
 

Rodrigo Istalindir said:
The Grim Tales 'fight or flight' mechanic. When faced with something that provokes a horror check, characters have a choice -- flee, and then face an easier check, or stand their ground and risk the consequences. The kicker is that each player decides in secret, and everything is revealed at once. Watching one guy stand his ground while his comrades flee is just priceless.
I like it. Sometimes adding realism adds fun.
 

Voadam said:
I like the nature/demeanor rules in VtM 1e and 2e (the only versions I played).

A bunch of archetypes. Pick one to describe how you act outwardly. Pick one to describe your true inner nature and motivation. Anytime a condition matches your true nature you regain a willpower point (will power points can be used to gain an autosuccess on a roll, or resist certain forced conditions temporarily (such as charms) action points would be similar in D&D/D20).
Another excellent meta-mechanic -- like keys, spiritual attributes, etc., but with the twist of a true inner nature versus an outward demeanor. I found a list of archetypes, for anyone interested. A few examples:
Analyst: Anything can be explained rationally, and you will explain it. Regain willpower when your rational/scientific method helps solve a major problem. (A)

Architect (aka Maker and Builder): You desire to leave a legacy, tangible or intangible. This could be anything from an artistic masterpiece to a successful organization you founded to a new tradition you started.. Regain Willpower when you create something of great importance and/or lasting value (G, WPG2).

Autist: You live inside your shell. Revealing the 'real' you could be the worst thing that could ever happen. Regain Willpower when you manage to keep someone entirely out. (WPG)

Autocrat: You must be in control in all times of all situations. RegainWillpower when you maintain control during a situation and success is guaranteed. (VPG2)

Avant-Garde: You must be the first to know everything. Nothing is established, no gossip is spread without you having known it first. A good nature for irritating Torries. Regain Willpower when you make an exciting discovery regarding the society in which you're involved. (VPG2)​
 

rycanada said:
I like keys, but I think they're better when they give everybody xp instead of just one player. Ties the players' goals together, so even the combat-monkey wants to go back to town and be "supporting cast" for the social stuff that will also get xp.

"Group Keys"? That's a really cool idea! Why couldn't I have thought of it? :D
 

The keys are still on each individual player's character sheet, but yeah, they work for the group.

ANd that list of Archetypes is a BADASS list of keys.
 

Pbartender said:
I'm really fond of Instincts and Beliefs from Burning Wheel as roleplaying guidelines for characters.

Yep, me too. I used these ideas to get my players to round out their wfrp characters in my present game. BW is a goldmine of gamemaster theory.
 

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