Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
What are "essential" TTRPG mechanisms?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Blue" data-source="post: 9352355" data-attributes="member: 20564"><p>Haven't read through the thread yet, but let's take one of my favorite superhero RPGs, Masks: A New Generation by Magpie Games. It's a commercial success, has a bunch of supplements, so we can assume it qualifies as a real TTRPG. It's a PbtA (Powered by the Apocalypse) game focused on teen superteams - the drama, figuring out who you are, and all that while doing super-powered good.</p><p></p><p>It has next to none of these. There are a set of labels, which is the closest thing to abilities, though they change frequently. It has moves - some of them can be used as combat mechanisms but work just as well in social settings. "Unleash your Powers" is for pushing them, and it could be in combat or to prevent a skyscraper from falling during an earthquake. "Defend someone" works just as well when your teammates high school rival is putting them down that they'll never find anyone to take to prom as it does when Dr. Lobster has his Crustacean Mech attempt to swipe a civilian off a bridge. There are no skills separate from these moves. If you can do it, you can do it. Want to knock out a lone henchman? There's no roll, it just happens - you're a super. Oh, and talking about rolls, the GM never does it. They have their own sets of moves, and it could be that they do a soft move describing the Crustaceanmech picking up a school bus, and if no one does anything about it, then it could be slamming you with it and inflicting a condition. No roll needed. But basically, the same set of moves are available and used regardless if it's combat or not.</p><p></p><p>Health system... sure, kinda. There are conditions that will affect moves. You can become Insecure, Angry, Hopeless, Guilty, or Afraid. And if you take all of them you're out of the scene, be it knocked out, run away, or whatever fits the narrative best.</p><p></p><p>Equipment/tools - just like powers, these are just things to justify how you are using your moves to adjust the narrative. If you can fly, it could be because you have wings, because you have a hover disk, a jet back, or can just float through air. There's no equipment lists, you don't collect equipment. There's no mechanical economy at all. But for instance the Protege playbook comes with resources from your Mentor, like a hidden base or a vehicle.</p><p></p><p>Again, this is a long lasting, commercially successful TTRPG with multiple supplements -- not something to handwave away saying "it's not a 'real' RPG". PbtA is quite a large category of RPGs out there.</p><p></p><p>Or talke a look at Cortex Prime. It's a generic RPG, but closer to a toolbox to customize your bespoke RPG. Earlier versions of Cortex were Marvel Heroic Roleplay - quite well recieved, major IP since it was during the MCU, Smallville (multi season TV show), Leverage (multi season TV show), Firefly (beloved geek classic show & movie). But Cortex can have abilities or not, depending on what you are going for. Marvel Heroic Roleplay, as a supers game, has no economy simulator nor equipment/tools that exist outside the "I'm a genius inventor". Actually, even traditional supers RPGs usually don't - that's just not essential at all.</p><p></p><p>Basically, your list has some quite common mechanics for a traditional style RPG like D&D. As a share of the market, it's huge because, well D&D is the 800 lb gorilla. But we can have successful RPGs that don't follow that mold.</p><p></p><p>If we're looking for essential mechanisms, then it comes down to what's common across all of them. At that point I thnk it's just "a method of determining the results when there is uncertainty". Nothing else, from dedicated combat rules to ability scores to economy are always found. I'd be hard pressed to defend the horror game Dread as a full RPG, but it does have that - picking from a Jenga tower every time you try something risky. Good for building tension as thing progress.</p></blockquote><p></p>
[QUOTE="Blue, post: 9352355, member: 20564"] Haven't read through the thread yet, but let's take one of my favorite superhero RPGs, Masks: A New Generation by Magpie Games. It's a commercial success, has a bunch of supplements, so we can assume it qualifies as a real TTRPG. It's a PbtA (Powered by the Apocalypse) game focused on teen superteams - the drama, figuring out who you are, and all that while doing super-powered good. It has next to none of these. There are a set of labels, which is the closest thing to abilities, though they change frequently. It has moves - some of them can be used as combat mechanisms but work just as well in social settings. "Unleash your Powers" is for pushing them, and it could be in combat or to prevent a skyscraper from falling during an earthquake. "Defend someone" works just as well when your teammates high school rival is putting them down that they'll never find anyone to take to prom as it does when Dr. Lobster has his Crustacean Mech attempt to swipe a civilian off a bridge. There are no skills separate from these moves. If you can do it, you can do it. Want to knock out a lone henchman? There's no roll, it just happens - you're a super. Oh, and talking about rolls, the GM never does it. They have their own sets of moves, and it could be that they do a soft move describing the Crustaceanmech picking up a school bus, and if no one does anything about it, then it could be slamming you with it and inflicting a condition. No roll needed. But basically, the same set of moves are available and used regardless if it's combat or not. Health system... sure, kinda. There are conditions that will affect moves. You can become Insecure, Angry, Hopeless, Guilty, or Afraid. And if you take all of them you're out of the scene, be it knocked out, run away, or whatever fits the narrative best. Equipment/tools - just like powers, these are just things to justify how you are using your moves to adjust the narrative. If you can fly, it could be because you have wings, because you have a hover disk, a jet back, or can just float through air. There's no equipment lists, you don't collect equipment. There's no mechanical economy at all. But for instance the Protege playbook comes with resources from your Mentor, like a hidden base or a vehicle. Again, this is a long lasting, commercially successful TTRPG with multiple supplements -- not something to handwave away saying "it's not a 'real' RPG". PbtA is quite a large category of RPGs out there. Or talke a look at Cortex Prime. It's a generic RPG, but closer to a toolbox to customize your bespoke RPG. Earlier versions of Cortex were Marvel Heroic Roleplay - quite well recieved, major IP since it was during the MCU, Smallville (multi season TV show), Leverage (multi season TV show), Firefly (beloved geek classic show & movie). But Cortex can have abilities or not, depending on what you are going for. Marvel Heroic Roleplay, as a supers game, has no economy simulator nor equipment/tools that exist outside the "I'm a genius inventor". Actually, even traditional supers RPGs usually don't - that's just not essential at all. Basically, your list has some quite common mechanics for a traditional style RPG like D&D. As a share of the market, it's huge because, well D&D is the 800 lb gorilla. But we can have successful RPGs that don't follow that mold. If we're looking for essential mechanisms, then it comes down to what's common across all of them. At that point I thnk it's just "a method of determining the results when there is uncertainty". Nothing else, from dedicated combat rules to ability scores to economy are always found. I'd be hard pressed to defend the horror game Dread as a full RPG, but it does have that - picking from a Jenga tower every time you try something risky. Good for building tension as thing progress. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What are "essential" TTRPG mechanisms?
Top