Other Modes of RPG Play?

Some designers are integrating playing cards for mechanical resolution in their game e.g. His Majesty the Worm, or foregoing dice entirely in favor of them. There's a Western-themed indie game that's still being iterated on that uses a standard poker deck for everything... which just fits!

They're similar in feeling to roguelike/deck building card games, especially newer ones on the computer like Slay the Spire or Griftlands.
 

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Are there two slightly different discussions happening here?

There is a wide range of play activity which is encompassed in 'roleplaying game' - as noted, that could run almost from roleplaying-only collaborative fiction-writing in forum games to I guess something as game-only as Gloomhaven. Thinking about the many very different things that go into engaging in playing different games is worthwhile as designers can learn from each other, players can identify things they enjoy doing more than others and play games which focus on those aspects, etc.

But what might be interesting about trying to emulate the different ways of playing M:tG is the way that WotC overtly or tacitly provides support for different approaches in that game, but it's much less explicit in D&D: there isn't anything written into the rulebooks to help (for example) asynchronous forum play, speeds and spell-ranges are written with in-world distances which lend themselves to precise measurement rather than fast/loose approaches, monsters are designed to fit into the assumed approaches to play, and even the long-rest mechanic suits some types of game more than others. And so on. A product which was directly aimed at 'playing D&D in one-hour blocks' or 'playing D&D with the under 8s' could benefit from some different approaches.

Maybe that could be things that are as simple as 'here's a list of monsters at each CR which are quicker and easier to run, and don't rely on particular tactics or understanding complex mechanics in order to fulfil their role in a fun fight, which makes them great if you're trying to run two quick combats and some interaction in 55 minutes.' Or 'we've designed these spells in particular to be quick to run. It's probably best not to cast time stop and agonise over everything you could do with your extra time if you're trying to finish an adventure in an hour or two. Consider casting Power Word Kill (and, DMs, consider just telling players which enemies have below 100hp)'. But there could be direct mechanical things too, like a named mode of play where initiative is 'highest modifier goes first, play goes clockwise around the table', monsters always do static average damage, no-one uses spells or features which interrupt other turns, and so on.

It's interesting to hear that the new starter set will have a card-based character creation process they're calling 'the quickest way to start playing except for being given a pre-gen.' That's the kind of thing that it would be worth WotC innovating on, based on what they know about the different ways in which people want to interact with the game and its rules.
Are there any games that focus on utilizing the benefits of asynchronous play? I think it'd be incredibly useful to break down the pros/cons of Asynchronous and try and smooth out some of the rough edges while highlighting the positives. My own experience is simply using DnD or whatever and just doing a play by post or mail or email and not really focusing on the HOW it's being played just that it is

A system designed to explore that space, rewarding things like including clip art, or a soundtrack to your fight, while keeping posts limited might be an incredibly interesting read. If there's something out there that does this already I want to know about it!
 


As usual, I'm jumping on the Dread bandwagon. Anyone can understand the rules in less than a minute, and you can play a game in under an hour, though 2-3 hours is more typical. And it plays completely differently from a dice-based TTRPG.
 

Are there any games that focus on utilizing the benefits of asynchronous play? I think it'd be incredibly useful to break down the pros/cons of Asynchronous and try and smooth out some of the rough edges while highlighting the positives.
My experience of asynchronous play is that combat is very slow, and hence best avoided. It also works best with just one player and a GM, so that the turnaround avoids delays.

My most successful asynchronous game was playing a character without any meaningful combat ability. He was a jester in a medieval court, and so had social protection. He got to play a social game while violence happened around him.
 

Are there any games that focus on utilizing the benefits of asynchronous play? I think it'd be incredibly useful to break down the pros/cons of Asynchronous and try and smooth out some of the rough edges while highlighting the positives.
It's a long way from D&D, but there are gamified character-driven story-writing games, like Storium - the Online Storytelling Game (Which I backed on Kickstarter but had forgotten about until this thread!)

I could imagine games with scene-wide mechanics (like 4e skill challenges...) which also gave advice and perhaps mechanics to make that work even better in a forum game or similar.
 




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