RPGs, new games and originality

Bayushi_seikuro

Adventurer
I'm actually much more interested in conventional things being done well than another not fully thought through experiment.
In my years, I've run into quite a bit of this. Things that have some good ideas, but they're buried under some novel 'to be different' mechanic. Say, an amazing world but it's saddled with a dice system that seems based not on odds, but on the fact the designer wanted to use a doubling cube as a mechanic.
 

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Faolyn

(she/her)
What's the purpose of the game? What experience are they trying to convey for the players and GM? It looks like a great setting for classic exploration/sandbox play, but the mechanics don't seem to support a lot of direct interaction with the cool stuff the setting offers; more like some kind of tourism.

I apologize if that sounds harsh. I guess I don't understand how the rules showcase the promise of the setting.
I've found it to be much like any other fantasy RPG, just with weirder tech to it. Most of the creatures are there hostile, although there are lots that aren't or at least have unusual motivations that can be used as a way to negotiate with them, and there's plenty of ruins and weird locations to explore. Numenera does expect there to be more exploration than anything else but, like many fantasy games, spends more time on the combat section than on exploration; it could definitely benefit from having non-combat encounter tables. It's possible that the books actually have those tables and I missed them; I certainly haven't read all the setting books and could easily have skipped over them in the books I was reading, since I was reading them for fun and not as a potential GM. The books do have tables for random cyphers, and at least some of the exploration should be about not only finding the cyphers but how they affect the players and world.

The reason why the mechanics don't seem to support exploration that much is because all the mechanics in the game are the same, no matter what, so if you want to explore an area, the GM needs to just assign a number depending on whatever it is the PC is trying to do. There's no need for special rules for exploration, just more guidelines as to what can be found.
 

Micah Sweet

Level Up & OSR Enthusiast
I've found it to be much like any other fantasy RPG, just with weirder tech to it. Most of the creatures are there hostile, although there are lots that aren't or at least have unusual motivations that can be used as a way to negotiate with them, and there's plenty of ruins and weird locations to explore. Numenera does expect there to be more exploration than anything else but, like many fantasy games, spends more time on the combat section than on exploration; it could definitely benefit from having non-combat encounter tables. It's possible that the books actually have those tables and I missed them; I certainly haven't read all the setting books and could easily have skipped over them in the books I was reading, since I was reading them for fun and not as a potential GM. The books do have tables for random cyphers, and at least some of the exploration should be about not only finding the cyphers but how they affect the players and world.

The reason why the mechanics don't seem to support exploration that much is because all the mechanics in the game are the same, no matter what, so if you want to explore an area, the GM needs to just assign a number depending on whatever it is the PC is trying to do. There's no need for special rules for exploration, just more guidelines as to what can be found.
Ah. So the mechanics don't really differentiate between different kinds of activities. That's why it felt weird to me. Thank you.
 



It's my personal take on it, but I felt like the promise of the OSR was two folds: go back to a style of play which has some specific qualities over the more modern approach, use a common framework on which we can build and expand instead of reinventing the wheel constantly. What I seem to see in the several produces I've touched is exactly reinventing the wheel and very little creating new stuff on top of it. The same monsters come back in bestiary after bestiary, equipment lists that are almost identicals, slight variant on the same few rules; or sometimes the rules are exactly the same, but there's just a few different random tables sprinkled around.

If I go and spend 70$ on a big rulebook for a very different system from another publisher, I tend to find something quite different with at least a few interesting things to mull on.
I think the problem here is, to put it bluntly, there's only so much you can do within the paradigm of OSR (or classic D&D from which it claims to draw its inspiration). The reason we went on to other things is really pretty simple, it was a very niche game concept that did a pretty small number of things reasonably well, and was frankly terrible for everything else! This is why 1e trended into trad and 2e was explicitly trad.

I mean, I'm sure there's SOME room in there for doing stuff that wasn't completely explored (or is at least forgotten today) back in the day. Still, a lot of what I see that is OSR just strikes me as "you could do this better another way." The upshot being, all these games are going to be covering kinda the same ground, albeit each with its unique flavor. Most likely if you have read 4 or 5 of these games, the rest are going to sound fairly familiar!

Of course, the other part being, once you break out of the formula, you kinda stop being OSR, so its a bit of a self-limiting RPG genre.
 

Yeah, it's unusual, but at least it's easy to remember!
I'm not sure why anyone would find it UNUSUAL, I mean, BRP (CoC, DQ, etc.) has essentially one mechanic for everything, you roll d% and try to hit a target number. Certain multiples of the target number may produce better/worse results, and combat has some additional rules to handle active defense (parry or dodge) as well as action economy, but its still ESSENTIALLY all the same thing. And games like CoC, which doesn't really focus on combat and elides most of the fancier DQ combat rules, pretty much IS 'single unified mechanic'.

Same with Traveller, roll 2d6+SKILL, 8+ is (usually, at least in early Traveller) a success, period, end of report. Technically there's a parry rule, but the use of primitive weapons is minimal, so it can practically be ignored. Specific situations are often called out in the rules where the 'DC' varies from 8, or there are specific modifiers, and here and there some things like your computer might provide an extra mod. Its an incredibly simple, totally unified, system published in 1977.

And the trend for the past 10-15 years in newer games has been towards this sort of stripped-down single mechanics systems. Outside of D&D the idea of a hodge-podge of dice, tables, different sorts of success criteria, etc. is pretty dead actually.
 

Umbran

Mod Squad
Staff member
Becoming less unusual over time... a number of commercial releases recently include aified extended task mechanic which gets used as the core for personal combat conflict, social conflict, and sometimes more conflict types, such as espionage (Dune), Mass Combat (Dune), Duels (Dune, L5R 5)...

Fate also uses the same basic mechanics for everything.
 

Faolyn

(she/her)
I'm not sure why anyone would find it UNUSUAL, I mean, BRP (CoC, DQ, etc.) has essentially one mechanic for everything, you roll d% and try to hit a target number. Certain multiples of the target number may produce better/worse results, and combat has some additional rules to handle active defense (parry or dodge) as well as action economy, but its still ESSENTIALLY all the same thing. And games like CoC, which doesn't really focus on combat and elides most of the fancier DQ combat rules, pretty much IS 'single unified mechanic'.
Unusual in comparison to the OSR/LU games Micah prefers.
 

Faolyn

(she/her)
I think the problem here is, to put it bluntly, there's only so much you can do within the paradigm of OSR (or classic D&D from which it claims to draw its inspiration). The reason we went on to other things is really pretty simple, it was a very niche game concept that did a pretty small number of things reasonably well, and was frankly terrible for everything else! This is why 1e trended into trad and 2e was explicitly trad.

I mean, I'm sure there's SOME room in there for doing stuff that wasn't completely explored (or is at least forgotten today) back in the day. Still, a lot of what I see that is OSR just strikes me as "you could do this better another way." The upshot being, all these games are going to be covering kinda the same ground, albeit each with its unique flavor. Most likely if you have read 4 or 5 of these games, the rest are going to sound fairly familiar!

Of course, the other part being, once you break out of the formula, you kinda stop being OSR, so its a bit of a self-limiting RPG genre.
I think they could possibly work on creating different settings, something other than Typical D&D With The Serial Numbers Filed Off. Different monsters, for one--too many of them rely on standard D&D monsters, possibly with different names for the ones not released to the OGL. While I don't own DCC, what I've read about wizard corruption is a good example of what I mean, because it automatically paints a different world than a typical D&D world, and a setting could really lean into something like that. They could even do different races. Even though I personally hate race-as-class, which many/most OSR games seem to use, a game could do something other than elf, dwarf, halfling, and maybe (half)orc. A setting with gnomes (crafting/illusion), minotaurs (martial/maze-walking abilities), mushroom-folk (druidy casters), and, I dunno, sugar glider-folk (gliding/climbing/sneakiness) is going to at least feel very different than every other OSR game out there, even if the mechanics are 90% similar.
 

aramis erak

Legend
Same with Traveller, roll 2d6+SKILL, 8+ is (usually, at least in early Traveller) a success, period, end of report. Technically there's a parry rule, but the use of primitive weapons is minimal, so it can practically be ignored. Specific situations are often called out in the rules where the 'DC' varies from 8, or there are specific modifiers, and here and there some things like your computer might provide an extra mod. Its an incredibly simple, totally unified, system published in 1977.
Except that Classic was NOT 8+ for everything!!!
Looking at 77 PDF, Bk1. The only earlier is in GDW's playtests.
Bribery 8+, skill adds level
Forgery 5-, DM -2 per level. Rolled at inspection time.
Administration 7+, +2 per level

And that's just page 14.

Medical's most important use, healing PCs, isn't even rolled!
And so on.

You might want to check what's in it vs how y'all played it before you try to use it as evidence of existing design. How you remember it is not uncommon as to how it was played, but it's very much NOT how Marc claims he ran it (see his t4 designers notes - Marc claims, and there's evidence for, it having been between 1 and 5 dice ≤ Att + Skill).

Now, combat to-hit? Yes, that's 8+ on 2d6 + Skill ± AttMod. Att Mod can range from -4 to +2.
 

Micah Sweet

Level Up & OSR Enthusiast
I'm not sure why anyone would find it UNUSUAL, I mean, BRP (CoC, DQ, etc.) has essentially one mechanic for everything, you roll d% and try to hit a target number. Certain multiples of the target number may produce better/worse results, and combat has some additional rules to handle active defense (parry or dodge) as well as action economy, but its still ESSENTIALLY all the same thing. And games like CoC, which doesn't really focus on combat and elides most of the fancier DQ combat rules, pretty much IS 'single unified mechanic'.

Same with Traveller, roll 2d6+SKILL, 8+ is (usually, at least in early Traveller) a success, period, end of report. Technically there's a parry rule, but the use of primitive weapons is minimal, so it can practically be ignored. Specific situations are often called out in the rules where the 'DC' varies from 8, or there are specific modifiers, and here and there some things like your computer might provide an extra mod. Its an incredibly simple, totally unified, system published in 1977.

And the trend for the past 10-15 years in newer games has been towards this sort of stripped-down single mechanics systems. Outside of D&D the idea of a hodge-podge of dice, tables, different sorts of success criteria, etc. is pretty dead actually.
Well, I'm rather fond of subsystems, so for me it's a good thing that D&D-derived systems are still going strong.
 

I think they could possibly work on creating different settings, something other than Typical D&D With The Serial Numbers Filed Off. Different monsters, for one--too many of them rely on standard D&D monsters, possibly with different names for the ones not released to the OGL. While I don't own DCC, what I've read about wizard corruption is a good example of what I mean, because it automatically paints a different world than a typical D&D world, and a setting could really lean into something like that. They could even do different races. Even though I personally hate race-as-class, which many/most OSR games seem to use, a game could do something other than elf, dwarf, halfling, and maybe (half)orc. A setting with gnomes (crafting/illusion), minotaurs (martial/maze-walking abilities), mushroom-folk (druidy casters), and, I dunno, sugar glider-folk (gliding/climbing/sneakiness) is going to at least feel very different than every other OSR game out there, even if the mechanics are 90% similar.
Yeah, but at some level its skilled play in a totally defined dungeon-esque environment. I agree, you can alter the feel of the monsters, use slightly different types of environments (space ship, ruins, etc.) but at some point its still basically a D&D-like combat system, some form of D&D-esque logistics, similar sorts of archetype-as-class, level-based advancement, etc. The nut of each game is really its 'process of play' and that's definitional to OSR, pretty much. So you can get SOME variations, but a lot of the 'feel' of a game comes from the stuff that defines it as OSR, so you can only move so much away from that.

I mean, you CAN do a bunch. Read 1e Gamma World, its basically a variant of D&D, mechanically, but it definitely does feel quite different. OTOH it might not quite meet everyone's criteria for being an OSR game (though honestly, I think it is close in a lot of ways).
 

Except that Classic was NOT 8+ for everything!!!
Looking at 77 PDF, Bk1. The only earlier is in GDW's playtests.
Bribery 8+, skill adds level
Forgery 5-, DM -2 per level. Rolled at inspection time.
Administration 7+, +2 per level

And that's just page 14.

Medical's most important use, healing PCs, isn't even rolled!
And so on.

You might want to check what's in it vs how y'all played it before you try to use it as evidence of existing design. How you remember it is not uncommon as to how it was played, but it's very much NOT how Marc claims he ran it (see his t4 designers notes - Marc claims, and there's evidence for, it having been between 1 and 5 dice ≤ Att + Skill).

Now, combat to-hit? Yes, that's 8+ on 2d6 + Skill ± AttMod. Att Mod can range from -4 to +2.
The basic rule is 8+. Yes, specific common applications of each skill are documented, and a pretty fair number of them give slightly different numbers for specific things. Its up to the GM as to precisely what the target number is, technically. The thing is, if you vary that much beyond the range 6-10 things don't work, so 99.9% of all checks need to hit an 8 or maybe a 7 in actual practice. And again, yes there are situational modifiers possible, in attacks, etc. Its still one simple unified system.

But we don't need to stick with Traveller! Bunnies & Burrows came out 2 years before Traveller and it also uses a (the first) skill system as a universal mechanic. The idea is literally old as the hills.
 

Micah Sweet

Level Up & OSR Enthusiast
Yeah, but at some level its skilled play in a totally defined dungeon-esque environment. I agree, you can alter the feel of the monsters, use slightly different types of environments (space ship, ruins, etc.) but at some point its still basically a D&D-like combat system, some form of D&D-esque logistics, similar sorts of archetype-as-class, level-based advancement, etc. The nut of each game is really its 'process of play' and that's definitional to OSR, pretty much. So you can get SOME variations, but a lot of the 'feel' of a game comes from the stuff that defines it as OSR, so you can only move so much away from that.

I mean, you CAN do a bunch. Read 1e Gamma World, its basically a variant of D&D, mechanically, but it definitely does feel quite different. OTOH it might not quite meet everyone's criteria for being an OSR game (though honestly, I think it is close in a lot of ways).
Original Gamma World is a lot of fun, and doesn't really feel like D&D, despite sharing a good deal of DNA. Genre makes a big difference there, I think.
 

Faolyn

(she/her)
I mean, you CAN do a bunch. Read 1e Gamma World, its basically a variant of D&D, mechanically, but it definitely does feel quite different. OTOH it might not quite meet everyone's criteria for being an OSR game (though honestly, I think it is close in a lot of ways).
Well, yeah, that was my point. If there's only so much you can change mechanically and stay OSR, then change the cosmetics. Make it so the game looks like more than just another clone.
 

Original Gamma World is a lot of fun, and doesn't really feel like D&D, despite sharing a good deal of DNA. Genre makes a big difference there, I think.
Yeah, it feels pretty different, but I would note that one big reason is that advancement works differently. You basically start out in GW as almost equivalent to a 10th level D&D PC, and leveling up means almost nothing. Instead its all about gear acquisition. A PSH with a vibro-blade and sheath armor is cannon fodder, but the same PSH in Powered Assault Armor with a Laser Rifle and a bunch of batteries is a god.
 

Micah Sweet

Level Up & OSR Enthusiast
Yeah, it feels pretty different, but I would note that one big reason is that advancement works differently. You basically start out in GW as almost equivalent to a 10th level D&D PC, and leveling up means almost nothing. Instead its all about gear acquisition. A PSH with a vibro-blade and sheath armor is cannon fodder, but the same PSH in Powered Assault Armor with a Laser Rifle and a bunch of batteries is a god.
Oh yes. One of the problems with translating modern versions of D&D to sci-fi and similar settings is they underestimate the importance of gear to the genre. Cool techno-bling is vital I think to the sci-fi experience.
 

Yora

Legend
That's why I ultimately decided not to give Scum and Villainy a try for an actual campaign. Even in Space Opera, there's something important loss when you can't loot enemy equipment from defeated enemies or sneaking into armories.
 


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