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General Tabletop Discussion
*TTRPGs General
What Do You Think Of As "Modern TTRPG Mechanics"?
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<blockquote data-quote="payn" data-source="post: 9768767" data-attributes="member: 90374"><p>I think mechanics that focus on narrative are rather modern. Games in which are designed to give the player a little more choice, or decision points, rather than random luck of the roll feel modern. Degrees of success as opposed to straight binary results, etc.. </p><p></p><p>I want to say the changing to the 21st century becasue it just seems like a clean break. Though, this suggests that there is only old and modern mechanic design. I think RPGs are evolving and there have been several breaks over the 5 decades of their publishing. Sometimes an older idea gets a fresh take, and sometimes an old idea gets a modern take. Ideally two thigns happen, designers make it clear what they are trying to do, and gamers give games a fair shake accordingly. </p><p></p><p>A lot of times games have gimmicks, which can be hit or miss. I think sometimes the hits are viewed as ahead of their time or pioneering. Often, those games get credit for making something popular or accepted. </p><p></p><p>I dont like the term regressive, personally. I think some games hearken back with design intention to capture that feel. I often have discussions with folks where they try and make mechanics discussions about objectivity. That works right up until you realize its a game that is about entertainment which is entirely subjective. There is no best mouse trap to invent. Though, yes the existence of OSR attests to this idea of classic game design. Though, I also see some modern design marry into OSR games (assuming you are willing to accept OSR as a philosophy and not just copies of early D&D). </p><p></p><p>Not really, no. I take games for their intent. I will judge them fairly. If there are games I simply dont enjoy, ill state as much when discussing them if I cant help but be partial. I will say games I tend to stick with for the long haul id categorize as modern, where odl school is something I tend to only flirt with anymore.</p></blockquote><p></p>
[QUOTE="payn, post: 9768767, member: 90374"] I think mechanics that focus on narrative are rather modern. Games in which are designed to give the player a little more choice, or decision points, rather than random luck of the roll feel modern. Degrees of success as opposed to straight binary results, etc.. I want to say the changing to the 21st century becasue it just seems like a clean break. Though, this suggests that there is only old and modern mechanic design. I think RPGs are evolving and there have been several breaks over the 5 decades of their publishing. Sometimes an older idea gets a fresh take, and sometimes an old idea gets a modern take. Ideally two thigns happen, designers make it clear what they are trying to do, and gamers give games a fair shake accordingly. A lot of times games have gimmicks, which can be hit or miss. I think sometimes the hits are viewed as ahead of their time or pioneering. Often, those games get credit for making something popular or accepted. I dont like the term regressive, personally. I think some games hearken back with design intention to capture that feel. I often have discussions with folks where they try and make mechanics discussions about objectivity. That works right up until you realize its a game that is about entertainment which is entirely subjective. There is no best mouse trap to invent. Though, yes the existence of OSR attests to this idea of classic game design. Though, I also see some modern design marry into OSR games (assuming you are willing to accept OSR as a philosophy and not just copies of early D&D). Not really, no. I take games for their intent. I will judge them fairly. If there are games I simply dont enjoy, ill state as much when discussing them if I cant help but be partial. I will say games I tend to stick with for the long haul id categorize as modern, where odl school is something I tend to only flirt with anymore. [/QUOTE]
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