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The Sort of TTRPGs You Want More (and Less) Of
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<blockquote data-quote="hawkeyefan" data-source="post: 7924204" data-attributes="member: 6785785"><p>This is kind of hard to answer! </p><p></p><p>Lately, my attention has been grabbed by games that are relatively simple to get into, with fewer and/or clearer rules. I also have really taken to products that have a strong design element, with thought to how they will be used at the table to help play. Mothership hits both these points pretty well for me...it's 44 pages, and although it is jam packed with information, the details are organized well, and summarized on a few cheat sheet pages. </p><p></p><p>I also really like games where the mechanics and the setting are kind of designed hand in hand. Blades in the Dark does this really well. I feel like Tales From the Loop does also, although I know that system was used in another game first. But the "classes"in that game are so perfectly designed to be archetypical kids in the 80s. </p><p></p><p>I think Spire, the City Must Fall is an example of a game where the Playbooks/Classes (I can't recall at the moment which term they actually use) are not general descriptions like "Warrior" or "Medic" and the like, but are instead specific things in the game's world....an Azurite or a Carrion Priest.</p><p></p><p>City Of Mists did this really interesting thing where each character is a regular person who also happens to be the personification of some legendary being or force. The game creates tension between these two things, Logos and Mythos, and as you increase in one, you lose in another. So the more the PC embraces their legendary self, the more their human self is diminished. It's a great way to capture what the game is about. </p><p></p><p>I don't really see a common thread among all that now that I've typed it out, but there may be one. I suppose I want more games where the rules and mechanics are designed with the desired play experience in mind.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7924204, member: 6785785"] This is kind of hard to answer! Lately, my attention has been grabbed by games that are relatively simple to get into, with fewer and/or clearer rules. I also have really taken to products that have a strong design element, with thought to how they will be used at the table to help play. Mothership hits both these points pretty well for me...it's 44 pages, and although it is jam packed with information, the details are organized well, and summarized on a few cheat sheet pages. I also really like games where the mechanics and the setting are kind of designed hand in hand. Blades in the Dark does this really well. I feel like Tales From the Loop does also, although I know that system was used in another game first. But the "classes"in that game are so perfectly designed to be archetypical kids in the 80s. I think Spire, the City Must Fall is an example of a game where the Playbooks/Classes (I can't recall at the moment which term they actually use) are not general descriptions like "Warrior" or "Medic" and the like, but are instead specific things in the game's world....an Azurite or a Carrion Priest. City Of Mists did this really interesting thing where each character is a regular person who also happens to be the personification of some legendary being or force. The game creates tension between these two things, Logos and Mythos, and as you increase in one, you lose in another. So the more the PC embraces their legendary self, the more their human self is diminished. It's a great way to capture what the game is about. I don't really see a common thread among all that now that I've typed it out, but there may be one. I suppose I want more games where the rules and mechanics are designed with the desired play experience in mind. [/QUOTE]
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