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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="Voidmoji" data-source="post: 9769004" data-attributes="member: 6985287"><p>A subset of narrativism that I find to be particularly modern is more hardcoded genre emulation.</p><p></p><p>Mutants & Masterminds generally emulates genre via character capabilities and actions. Its rules can be used to create most comic book superheroes and then play out their actions and adventures. The game may play out very much like a superhero comic, but for many aspects of the genre, the emulation of story and drama falls to the GM and players to choose to follow those conventions.</p><p></p><p>You could use M&M to play a game of angsty teenage superheroes. But, the modern game Masks: The New Generation has rules and systems that emulate the narrative aspects of the genre quite specifically. With its playbooks and moves, it is specifically designed to give you dramatic outcomes that would be expected in the genre it is trying to emulate.</p><p></p><p>Another example is Sentinel Comics RPG. In many superhero comic books the heroes will use their lesser powers at first, and only bring out the big guns as the fight moves on. SCRPG emulates this by breaking powers and scenes into color-coded phases, from green to yellow to red. To use your red power, the scene must be at red. Until then you can use your green, then yellow abilities.</p><p></p><p>Generic systems have really fallen out of favor over the years, and the reason I see most often cited is that they tend not to emulate any given genre as well as one geared towards that genre. This was often said before we entered an age of enhanced genre emulation, but now that we are here, it just drives the nail deeper into their coffin. That’s not to say they are truly dead; there will always be people who will seek out the flexibility they offer. Just that they are now even further from what a typical “modern gamer” is looking for.</p></blockquote><p></p>
[QUOTE="Voidmoji, post: 9769004, member: 6985287"] A subset of narrativism that I find to be particularly modern is more hardcoded genre emulation. Mutants & Masterminds generally emulates genre via character capabilities and actions. Its rules can be used to create most comic book superheroes and then play out their actions and adventures. The game may play out very much like a superhero comic, but for many aspects of the genre, the emulation of story and drama falls to the GM and players to choose to follow those conventions. You could use M&M to play a game of angsty teenage superheroes. But, the modern game Masks: The New Generation has rules and systems that emulate the narrative aspects of the genre quite specifically. With its playbooks and moves, it is specifically designed to give you dramatic outcomes that would be expected in the genre it is trying to emulate. Another example is Sentinel Comics RPG. In many superhero comic books the heroes will use their lesser powers at first, and only bring out the big guns as the fight moves on. SCRPG emulates this by breaking powers and scenes into color-coded phases, from green to yellow to red. To use your red power, the scene must be at red. Until then you can use your green, then yellow abilities. Generic systems have really fallen out of favor over the years, and the reason I see most often cited is that they tend not to emulate any given genre as well as one geared towards that genre. This was often said before we entered an age of enhanced genre emulation, but now that we are here, it just drives the nail deeper into their coffin. That’s not to say they are truly dead; there will always be people who will seek out the flexibility they offer. Just that they are now even further from what a typical “modern gamer” is looking for. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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