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

charts for reducing GM workload have been present since 1977's Traveller (classic '77, to be specific) - Random Patron encounters, random person encounters, random weapons for said persons. We can push it back to '74 for the reactions table and treasure table, but I don't see the latter as making a GM's life any the easier; the treasure tables are often more effort than they're worth.
I am keenly aware that charts have been present prior to contemporary games

<snip>

However, I think that there has been something of a renewed interest in things like rolling on random charts. I believe that there are reasons for that. One is reducing GM workload. Another is something else I mentioned: that desire to resist GM railroads through emergent play.
That is good insight, though I am not as familiar with the quality of these older randomized tables. I am just glad that modern games took a renewed interest in them.
Reaction tables aren't (in my view) about reducing GM workload in generating content. They're an action resolution tool (if the players declare an action like *We greet the <NPCs>") or a framing/stakes tool (if the PCs are thrust into an encounter with some NPCs).

Treasure tables, and random encounter tables, do help generate content. I've found the Classic Traveller encounter tables helpful in play. I think the rules text isn't quite as clear as it could be, though. Here is the starship and on-world encounter text from Classic Traveller (1997 ed; Book 3, p 19; Book 2, p 36):

Non-player characters are frequently encountered by travellers in the course of their adventures. Such persons are manipulated or controlled by the referee; their actions and deeds influence and direct the activities of the actual player-characters in the game.

Encounters with non-player characters are of three general types: ordinary or routine encounters, random encounters, and encounters with patrons. When an encounter occurs, the identity or occupation of the encountered person or group is determined, their reaction to the adventurers is noted from the reaction table, and the players then indicate their activity in response.

Encounters with non-player characters serve as a vehicle for direction and input by the referee. They can offer information or assistance if their reaction is appropriate. They can hinder or redirect adventurers through the use of threat or violence. Encounters also serve as a method for players to gain comrades, weapons, vehicles or assistance where necessary. . .

RANDOM ENCOUNTERS
Adventurers, as they travel about on planets, also have random encounters with an unpredictable variety of individuals or groups. Such individuals are themselves performing various tasks, which may complement, supplement, oppose, or be irrelevant to, the goals of the adventurers themselves.

Some random encounters are mandated by the referee. For example, a band may encounter a guard patrol at a building while in the course of visiting (or burglarizing) it. The referee is always free to impose encounters to further the cause of the adventure being played; in many cases, he actually has a responsibility to do so.

Other random encounters are dictated by the random encounter process. Usually, a random encounter point with humans will occur once per day. There is a one third chance that a group will be met (throw one die: a result of 5 or 6 indicates an encounter). Encounters with persons are independent of the procedure for encounters with animals described in the animal encounter section.

When a ship enters a star system, there is a chance that any one of a variety of ships will be encountered. The ship encounter table is used to determine the specific type of vessel which is met. This result may, and should, be superseded by the referee in specific situations, especially if a newly entered system is in military or civil turmoil, or involves other circumstances.​

This rules text moves between an in-fiction perspective (eg "individuals . . . performing various tasks, which may <be in various relations to> the goals of the adventurers") and a GM-decision-making perspective (eg "in many cases, <the referee> actually has a responsibility to <impose encounters>"). The last of the quoted sentences, dealing with starship encounters, manages to shift from the latter to the former perspective within the one sentence. But there is no real discussion of how the GM establishes "the adventure being played" or "if a newly entered system is in . . . turmoil", and how these random encounters relate to that (eg can they be input into that sort of decision-making?).

One thing that I think characterises modern rulebooks is greater clarity about how these sorts of tables work, and how the events/situations that they generate are meant to be incorporated by the GM. For me, again, Torchbearer 2e is a really good example.
 

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Having a given worldview in no way guarantees it's true. I can't give the best examples in detail, as they are current politics... Let's just say, a bunch of people are realizing their worldview in re their governments is unsupportable by actual events and how the government reacts to them.

Largely, yes.
You don't like people interfering with your backstory. I, as a GM, forbade any backstory longer than a paragraph, simply because past that, I'm invariably going to forget something and annoy the person, and I'm not into reading backstory.
If a player is generating more backstory than the game gives, and by more than a single paragraph, it's more than what I, as a GM, want to deal with. Further, I take cues from Mr. Wick quite often - a backstory hidden inside the player's head is boring bovid-excrement for the rest of the group - it adds nothing to their play experience, and often interacts poorly. A shared one, if short and succinct, adds to everyone's play...

Clocks are canon the moment they start ticking, in as much as what they work is defined then

Nice worldview... but the reality is a lot of game designs have been influenced by Theatrical Improv...
Such as most everything by D. Vincent Baker, Meg Baker, or half the Forge-inspired games.
"Yes, and…/yes, but…" is standard for theatrical improv. Anywhere you see that, you're seeing theatrical improv's influence.
If you want to see Yes, But in TI, happens about once per episode in the American version of Whose Line is it Anyway?... Ryan and Wayne use it a bit.

Traveller explicitly puts them in as a GM aid in play. Not a prep tool; traveller has a lot of those, too.
Charts for GM aid in play are nothing modern. They're almost as old as RPGs themselves.
Ah, but what if you don't care what Vincent Baker and his descendents have to say, or the Forge for that matter? Bothering with any of that is a choice, not a requirement.
 



Just additional point, I think if Micah had said above a different response may have come, but Micah said reducing mechanical workload on DM is moving away from their preference, which seems clear that he doesn't want any further reduction (and may want increased workload), and that any risk of reducing the mechanical workload could be pretty important to them.
I think saying something like T20's less overs for cricket is moving away from my preference, strongly suggests that I dont want less overs, not that reducing overs isn't important to me, as suggests I could accept less overs if some other important goal was reached.

I'm not going to speak for Micah--we don't share that much in taste, though not nothing--but my feeling is that reducing GM overload always has a price. Its a price a lot of people are willing to pay, but the claim that doesn't happen only makes sense if you don't value what's lost. So the question is whether the yield is worth the price.
 

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