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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="Thomas Shey" data-source="post: 9770825" data-attributes="member: 7026617"><p>An interesting contrast is, I think, <em>Monsterhearts</em>.</p><p></p><p>I'm willing to say that PbtA was a good general choice for Monsterhearts, and you'd have had to do some reinventing the wheel to hit the aims it had there. The problems with it are twofold:</p><p></p><p>1. Because of what its representing, it very much assumes weight to mechanics in making psychological and social decisions in game. Nobody needs to have it explained how hostile some people are about that.</p><p></p><p>2. Because it is primarily focused on the personal and social relationships of, well, teenage monsters, it treads into some grounds some people either wouldn't be interested in or actively avoidant to.</p><p></p><p>Neither of these, however, say it was not designed as the right tool for the job; what they say is that a fair number of people for one or the other reason don't really want to do that job (and in a few cases may be somewhat hostile to doing it at all). But its very clearly designed purposefully for that.</p><p></p><p>MotW, on the other hand, is handling a topic many more people are comfortable with, and leans into psychosocial mechanics less strongly. But I think both were designed for the job intended, and don't do anything that seems much "off" to even the casual user for their intended purposes (the fact that PbtA is inadequate to some of what I want out of an RPG, and actively produces a result my wife would dislike is reasons for us not to use it, but again, that doesn't make the game misdesigned).</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 9770825, member: 7026617"] An interesting contrast is, I think, [I]Monsterhearts[/I]. I'm willing to say that PbtA was a good general choice for Monsterhearts, and you'd have had to do some reinventing the wheel to hit the aims it had there. The problems with it are twofold: 1. Because of what its representing, it very much assumes weight to mechanics in making psychological and social decisions in game. Nobody needs to have it explained how hostile some people are about that. 2. Because it is primarily focused on the personal and social relationships of, well, teenage monsters, it treads into some grounds some people either wouldn't be interested in or actively avoidant to. Neither of these, however, say it was not designed as the right tool for the job; what they say is that a fair number of people for one or the other reason don't really want to do that job (and in a few cases may be somewhat hostile to doing it at all). But its very clearly designed purposefully for that. MotW, on the other hand, is handling a topic many more people are comfortable with, and leans into psychosocial mechanics less strongly. But I think both were designed for the job intended, and don't do anything that seems much "off" to even the casual user for their intended purposes (the fact that PbtA is inadequate to some of what I want out of an RPG, and actively produces a result my wife would dislike is reasons for us not to use it, but again, that doesn't make the game misdesigned). [/QUOTE]
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What Do You Think Of As "Modern TTRPG Mechanics"?
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