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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="RenleyRenfield" data-source="post: 9769587" data-attributes="member: 7044197"><p>What I think of as Modern are <strong>mechanics that are refined and put up front in ways they never were before, or used to a higher degree than ever</strong>.</p><p></p><p>Certainly this is "<strong>Success with Complications</strong>" I can't recall a single game using this before PBTA, and if it did, it did it poorly. The idea of almost never failing rolls, but instead succeeding or succeeding with complications was never a thing that was embraced as a core main mechanic in any mainstream game I can think of. D&D = pass fail, GURPS = pass fail. World of Darkness = Pass fail. So so so many games were pass fail.</p><p></p><p>But more so than that "<strong>Telling the GM 'no, </strong>you can't judge it that way'" = this is very new school thinking. Moving away from "Ruling" and "GM fiat" towards "the mechanics say what happens, and you narrate it into the scene." is what I would consider very modern design principle. </p><p></p><p>then there is <strong>meta currency that is allowed to be used for plot or scene</strong>. We did have systems for spending points to get more bonuses and such. But its a very modern concept for games to say "spend a point and you can add a NPC or item or event to the scene" ... the whole idea of players, not the GM, adding truths to the scene is very modern design.</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9769587, member: 7044197"] What I think of as Modern are [B]mechanics that are refined and put up front in ways they never were before, or used to a higher degree than ever[/B]. Certainly this is "[B]Success with Complications[/B]" I can't recall a single game using this before PBTA, and if it did, it did it poorly. The idea of almost never failing rolls, but instead succeeding or succeeding with complications was never a thing that was embraced as a core main mechanic in any mainstream game I can think of. D&D = pass fail, GURPS = pass fail. World of Darkness = Pass fail. So so so many games were pass fail. But more so than that "[B]Telling the GM 'no, [/B]you can't judge it that way'" = this is very new school thinking. Moving away from "Ruling" and "GM fiat" towards "the mechanics say what happens, and you narrate it into the scene." is what I would consider very modern design principle. then there is [B]meta currency that is allowed to be used for plot or scene[/B]. We did have systems for spending points to get more bonuses and such. But its a very modern concept for games to say "spend a point and you can add a NPC or item or event to the scene" ... the whole idea of players, not the GM, adding truths to the scene is very modern design. [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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