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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="Agamon" data-source="post: 9769130" data-attributes="member: 184"><p>The modernity comes from the innovation in these mechanisms. Yes, most mechanisms used today were born in the 19th century, but they've evolved a lot as they've been streamlined and shaped to the games they are used in.</p><p></p><p>For example, progress clocks were likely a result of earlier shot clock systems in games like Boot Hill, Feng Shui, and Exalted, taken from initiative and broadened into skill checks in 4e, and then further into situation countdowns in Blades in the Dark.</p><p></p><p>I wouldn't assign any level of superiority on any type of mechanism, regardless of the age of the game it is associated with; a game and its rules can be good or bad, regardless of what year it came out. And what is good or bad is often relative. Some people enjoy the 70s/80s games. Nothing wrong with that. But some people like the old school feel but find some of the older games a bit clunky, that's why there's an OSR. OSR games have refined mechanisms that keep the feel but use what has been learned about RPGs over the years.</p><p></p><p>Are games made today filled to the brim with brand new ideas and mechanics? No, not at all. Daggerheart, Fabula Ultima, and Draw Steel are examples of games that list other RPGs in their intros that they've pulled mechanisms from. What they do, however, is take these mechanisms and tweak them to make them fit the system and genre style of the game.</p></blockquote><p></p>
[QUOTE="Agamon, post: 9769130, member: 184"] The modernity comes from the innovation in these mechanisms. Yes, most mechanisms used today were born in the 19th century, but they've evolved a lot as they've been streamlined and shaped to the games they are used in. For example, progress clocks were likely a result of earlier shot clock systems in games like Boot Hill, Feng Shui, and Exalted, taken from initiative and broadened into skill checks in 4e, and then further into situation countdowns in Blades in the Dark. I wouldn't assign any level of superiority on any type of mechanism, regardless of the age of the game it is associated with; a game and its rules can be good or bad, regardless of what year it came out. And what is good or bad is often relative. Some people enjoy the 70s/80s games. Nothing wrong with that. But some people like the old school feel but find some of the older games a bit clunky, that's why there's an OSR. OSR games have refined mechanisms that keep the feel but use what has been learned about RPGs over the years. Are games made today filled to the brim with brand new ideas and mechanics? No, not at all. Daggerheart, Fabula Ultima, and Draw Steel are examples of games that list other RPGs in their intros that they've pulled mechanisms from. What they do, however, is take these mechanisms and tweak them to make them fit the system and genre style of the game. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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