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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="Aldarc" data-source="post: 9774320" data-attributes="member: 5142"><p>Here are contemporary trends that I see in terms of modern <em>approaches </em>to TTRPG mechanics:</p><ul> <li data-xf-list-type="ul"><strong>Fiction First Gaming: </strong>this was something of a reaction against what some in the hobby saw as mechanics first approaches in 3e D&D and 4e D&D. (Whether or not you agree with that characterization of these games is not the point.) We see the pivot back to <em>fiction first </em>with things more in the indie scene, both on the narrative side (e.g., PbtA, Fate, FitD, etc.) and OSR side. I think that Mike Mearls tried to also move things back more towards fiction first with 5e D&D - keeping in mind that he had cited Dungeon World in this regard while working on 5e D&D - but the results are IMHO questionable.</li> <li data-xf-list-type="ul"><strong>Freeform Narrative Tags for PCs: </strong>These are mechanics like <em>aspects </em>in Fate, <em>traits </em>in Cortex and Fabula Ultima, <em>backgrounds </em>in 13th Age, <em>tags </em>in City of Mist/Legend in the Mist, and <em>experiences </em>in Daggerheart. I mentioned these earlier.</li> <li data-xf-list-type="ul"><strong>Mechanically Reducing GM Workload: </strong>Reducing the mental overhang for running the game on the GM side of things through things like rolling random charts in OSR games, NPC/difficulty generation in Cypher System, removing <em>map and key</em> play in Narrative games, etc. Were things like random charts there before modern games? Yes. But I also think that we see them now for the purpose of making running the game easier for GMs. Even Advantage/Disadvantage help in this regard.</li> <li data-xf-list-type="ul"><strong>Anti-Railroad Revolutionaries:</strong> It's the advice. Prep scenarios, not plots. It's about "jaquaysing the dungeon." It's the randomized tables. You see it in narrative games and OSR games. The reemphasis on sandbox games. It's about draw maps, leave blanks. It's in the play to find out. All of these design elements are not coincidental. These are principles and mechanics that have been incorporated into the writing and design as a means to <em>resist </em>railroading.</li> <li data-xf-list-type="ul"><strong>Consequential Rolls: </strong>Rolling is not for uncertainty but for consequences, meaningful situations, and called for with some rhyme and reason. Even 5e D&D says not to call for a roll unless there are meaningful consequences for failure. Even in OSR spheres, where some are okay with "nothing happens to the door," a roll may advance the timer, risk the wandering monster, cause you to lose torchlight, etc.</li> </ul></blockquote><p></p>
[QUOTE="Aldarc, post: 9774320, member: 5142"] Here are contemporary trends that I see in terms of modern [I]approaches [/I]to TTRPG mechanics: [LIST] [*][B]Fiction First Gaming: [/B]this was something of a reaction against what some in the hobby saw as mechanics first approaches in 3e D&D and 4e D&D. (Whether or not you agree with that characterization of these games is not the point.) We see the pivot back to [I]fiction first [/I]with things more in the indie scene, both on the narrative side (e.g., PbtA, Fate, FitD, etc.) and OSR side. I think that Mike Mearls tried to also move things back more towards fiction first with 5e D&D - keeping in mind that he had cited Dungeon World in this regard while working on 5e D&D - but the results are IMHO questionable. [*][B]Freeform Narrative Tags for PCs: [/B]These are mechanics like [I]aspects [/I]in Fate, [I]traits [/I]in Cortex and Fabula Ultima, [I]backgrounds [/I]in 13th Age, [I]tags [/I]in City of Mist/Legend in the Mist, and [I]experiences [/I]in Daggerheart. I mentioned these earlier. [*][B]Mechanically Reducing GM Workload: [/B]Reducing the mental overhang for running the game on the GM side of things through things like rolling random charts in OSR games, NPC/difficulty generation in Cypher System, removing [I]map and key[/I] play in Narrative games, etc. Were things like random charts there before modern games? Yes. But I also think that we see them now for the purpose of making running the game easier for GMs. Even Advantage/Disadvantage help in this regard. [*][B]Anti-Railroad Revolutionaries:[/B] It's the advice. Prep scenarios, not plots. It's about "jaquaysing the dungeon." It's the randomized tables. You see it in narrative games and OSR games. The reemphasis on sandbox games. It's about draw maps, leave blanks. It's in the play to find out. All of these design elements are not coincidental. These are principles and mechanics that have been incorporated into the writing and design as a means to [I]resist [/I]railroading. [*][B]Consequential Rolls: [/B]Rolling is not for uncertainty but for consequences, meaningful situations, and called for with some rhyme and reason. Even 5e D&D says not to call for a roll unless there are meaningful consequences for failure. Even in OSR spheres, where some are okay with "nothing happens to the door," a roll may advance the timer, risk the wandering monster, cause you to lose torchlight, etc. [/LIST] [/QUOTE]
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