Reynard
aka Ian Eller
This is the last in my ongoing series of exploration threads, as I will be starting my personal RPG game design in earnest. And this thread is a little different.
Rather than discussing a certain topic, what I am interested in here is what rules or subsystems do you, personally, think should be in "every" game. Obviously, let's not be too literal. What I mean is, what rules or subsystsems do you find so compelling, useful and/or fun, you think some version of them should exist in most games to make them better?
Two examples for myself are: flowing metacurrency, and advantage/disadvantage.
In the former case, what I like is the back and forth of a tool that both players and GMs can use to impact play, but with consequences built in every time you use it. I do this every time I run a convention game, turned Bennies or Force Points or whatever into pools that shift between the players and the GM.
In the latter case, I have just found the simplicity of an advantage/disadvantage system to be much easier to employ than endless modifiers. Whether it is roll two and take the best/worst, or add/subtract a d6, or whatever, these systems make a improv heavy GM like me very happy.
So, what rules or subsystems do you think belong in nearly every RPG, and why?
Rather than discussing a certain topic, what I am interested in here is what rules or subsystems do you, personally, think should be in "every" game. Obviously, let's not be too literal. What I mean is, what rules or subsystsems do you find so compelling, useful and/or fun, you think some version of them should exist in most games to make them better?
Two examples for myself are: flowing metacurrency, and advantage/disadvantage.
In the former case, what I like is the back and forth of a tool that both players and GMs can use to impact play, but with consequences built in every time you use it. I do this every time I run a convention game, turned Bennies or Force Points or whatever into pools that shift between the players and the GM.
In the latter case, I have just found the simplicity of an advantage/disadvantage system to be much easier to employ than endless modifiers. Whether it is roll two and take the best/worst, or add/subtract a d6, or whatever, these systems make a improv heavy GM like me very happy.
So, what rules or subsystems do you think belong in nearly every RPG, and why?








