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*TTRPGs General
What's the Next Great Leap Forward in RPG Mechanics?
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<blockquote data-quote="Manbearcat" data-source="post: 6857333" data-attributes="member: 6696971"><p>I'm going to answer this question because it speaks to your OP here. If I'm flaking on not directly answering what you're looking for in the above quoted post, please forgive me.</p><p></p><p><em><strong>Dogs in the Vineyard (2004)</strong></em>: Dice (and Fallout) mechanics modeled off of high stakes poker (probably Texas Hold 'Em given the nature of conflict escalation sort of looking like The Flop > The Turn > The River). The point of play is for the escalation of conflict (from words > to fists > to knives/guns) to crystallize what your PCs care about and to force them to prioritize virtues and relationships. </p><p><em><strong></strong></em></p><p><em><strong>Dread (2005)</strong></em>: Horror genre with the Jenga Tower mechanic dictating that the game's pulse (and that of the players) is ever-increasing as the awful, lurking thing claims the lives of the PCs. Again, a different kind of escalator that is hinged upon lethal suspense rather than the dramatic conflict of Dogs.</p><p></p><p><em><strong>D&D 4e (2008)</strong></em>: Combat chassis. Specifically the aspects of (1) control, mobility, immediate actions, terrain and (2) NPCs having their power front-loaded, the healing surge mechanics/intraparty synergy. These together create a "Swashbuckling Rally" narrative for pretty much all violent combats. Errol Flynn meets Rocky Balboa meets the X-Men. You can't get away from this even if you wanted to (but why would you!).</p><p></p><p><em><strong>Marvel Heroic Roleplaying (2012)</strong></em>: Doom Pool mechanics do something similar to Dogs. However, in the case of MHRP, rather than the immediacy of escalation that occurs, this escalation accrues over time as the showdown with Magneto, Mr Sinister, Thanos, Galactus looms more and more ominously over the heads of the heroes until the BBEG finally plays out his hand (modelling a comic book).</p><p></p><p>There are plenty more I could tick off, but these are varying mechanics for recent games that are especially innovative and especially coherent/reliable in achieving their sought ends.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 6857333, member: 6696971"] I'm going to answer this question because it speaks to your OP here. If I'm flaking on not directly answering what you're looking for in the above quoted post, please forgive me. [I][B]Dogs in the Vineyard (2004)[/B][/I]: Dice (and Fallout) mechanics modeled off of high stakes poker (probably Texas Hold 'Em given the nature of conflict escalation sort of looking like The Flop > The Turn > The River). The point of play is for the escalation of conflict (from words > to fists > to knives/guns) to crystallize what your PCs care about and to force them to prioritize virtues and relationships. [I][B] Dread (2005)[/B][/I]: Horror genre with the Jenga Tower mechanic dictating that the game's pulse (and that of the players) is ever-increasing as the awful, lurking thing claims the lives of the PCs. Again, a different kind of escalator that is hinged upon lethal suspense rather than the dramatic conflict of Dogs. [I][B]D&D 4e (2008)[/B][/I]: Combat chassis. Specifically the aspects of (1) control, mobility, immediate actions, terrain and (2) NPCs having their power front-loaded, the healing surge mechanics/intraparty synergy. These together create a "Swashbuckling Rally" narrative for pretty much all violent combats. Errol Flynn meets Rocky Balboa meets the X-Men. You can't get away from this even if you wanted to (but why would you!). [I][B]Marvel Heroic Roleplaying (2012)[/B][/I]: Doom Pool mechanics do something similar to Dogs. However, in the case of MHRP, rather than the immediacy of escalation that occurs, this escalation accrues over time as the showdown with Magneto, Mr Sinister, Thanos, Galactus looms more and more ominously over the heads of the heroes until the BBEG finally plays out his hand (modelling a comic book). There are plenty more I could tick off, but these are varying mechanics for recent games that are especially innovative and especially coherent/reliable in achieving their sought ends. [/QUOTE]
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