What Do You Think Of As "Modern TTRPG Mechanics"?

Anything that uses a chart to determine a result is not modern. Any system that uses more than one mechanic to resolve activities isn't modern (I'll call combat an edge case - hit point subsystems arguably constitute a second mechanic, and they are 50 years old!).

OSRIC systems are designed to emulate old games, so although they are modern I'd argue they strive not to be.
 

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I have a difficult time believing that's a good faith question rather than an attempt to devolve into pedantic nitpicking, given that the answer is readily available with thirty seconds on Wikipedia. No thanks, not interested.
Here's the Wikipedia entry on AW's mechanics:

Game mechanics
The system uses the Powered by the Apocalypse engine. It features dice-rolling checks for challenging situations of 2d6 plus a relevant stat. Results of 10+ are successes, while 7 to 9 are partial successes or hard choices, and results of 6 or less allow the MC to make a move. A notable feature of Apocalypse World is the inclusion of a "special move" for each class, which triggers when a character of that class meets the appropriate triggers.

Examples of playbooks include the Hardholder, the Gunlugger, the Battlebabe, the Driver, the Chopper (Gang Leader), the Hocus (Cult Leader), the Brainer (Psychic), the Savvyhead (Mechanic/Inventor), and the Skinner (artist). Stats used in rolls are: Cool (Calmness, Rationality); Hard (Strength, Intimidation); Hot (Attraction, Charisma); Sharp (Empathy, Intelligence); and Weird (Psychic, Luck). Characters also carry History (Hx) stats, referencing their non-symmetric relationships with other players; the stat adjusts and grants XP as the characters understand each other more or less.​

There's no mention of meta-mechanics. From the rulebook, the only one I can think of at the moment is the Battlebabe's Vision of Death. Maybe also the Savvyhead's Bonefeel? That's why I'm wondering what you have in mind.
 

Would anyone really argue that the modern presentation used in Old School Essentials isn't what makes it great? Would anyone argue that it's not an improvement? Would anyone say that the many years of presentation of RPGs was not a factor?

I mean... sometimes newer is better. It's okay.
 



I don’t think anyone argued that newer can never be better, only that it isn’t always better

Sure, but it seems to me like people are resisting the very idea that modern may equal better in some cases.

As I said earlier, I don't tend to think of mechanics as being modern, because there are examples of most types of game mechanics early in the hobby's history. However, how the mechanics are implemented, how they are presented, how they are selected, how openly this is all shared with the audience... these are the areas where I think we can easily see a distinction between modern and not-modern.

And in almost all cases, modern is better.
 

I think this thread has led me to the conclusion that the engineering metaphor ('mechanics') is fundamentally misleading when trying to understand the ways that RPG systems change over time. I don't think analogies with self-serious high arts such as literature are any better.

I think a better core metaphor would be fashion. In year X, why is everyone wearing skinny jeans? Because someone designed a pair that looked really good, and someone influential wore them in a film, and then everyone wanted some of that action. In year X+10, why is everyone wearing baggy jeans? For the same reasons, plus the skinny jean look had got so tired, and the ones in the shops just weren't ever as good as that classic pair from the film anyway.

Like hawkeyefan says sometimes newer is better, but that's true in fashion too. Changes in materials mean that modern sportswear does its intended job far better than stuff from the 70's; and, if you want, you can style it in ways that call back 70's designs too.

The fashion metaphor much more easily accepts subcultures than the engineering or high art ones. Just as punk, hip hop, and reggae could all be called modern in 1977 (don't ask me about nowadays, I'm old); so too can Shadowdark, Brindlewood Bay, and Daggerheart all be called modern now. I think this avoids the subconscious need to make 'modern' into something internally consistent, which it isn't really.

The word 'modern' is instead an umbrella term for stuff a whole bunch of disparate groups, playing in often very different ways, think is cool right now. Playbooks are modern, but so are the OSR's overloaded encounter dice. Both call back old designs (class and encounter rolls respectively) without simply restating them, and both appeared over roughly the same time period, but you won't generally see them in the same game because they're from different subcultures.
 




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