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  3. Unusual TTRPG mechanics?

Unusual TTRPG mechanics?

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  • agamemnonymous@sh.itjust.worksA agamemnonymous@sh.itjust.works

    Oh I know, I was just commenting on conceptual similarity, not mechanical. It does strike me how conceptually similar GURPS and Fate are, despite being mechanically at opposite ends of the crunch spectrum.

    lime!L This user is from outside of this forum
    lime!L This user is from outside of this forum
    lime!
    wrote last edited by
    #13

    i think that’s why i gravitated toward them both. i ultimately didn’t gel with gurps due to that crunch, because even though you can pick and choose what parts you want there’s still a lot of stuff that you really can’t remove or the game feels hollow. FAE still feels meaty even though it’s super stripped down.

    agamemnonymous@sh.itjust.worksA 1 Reply Last reply
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    • N naught101@lemmy.world

      What interesting mechanics exist out there?

      I don’t mean just “here’s a new way to roll combinations of polyhedral dice”, or “here’s a new theme overlaid on a standard progress tracker”, or “here’s stress with another name”.

      I mean, actual new conceptual mechanics that produce new and interesting behaviours in-game. Things like CoC’s push rolls, or Slugblaster’s Beats/Character Arc, or Blades in the Dark’s Flashbacks (these might not be the first games that those appeared in, but the point isn’t the game, it’s the mechanic).

      Interested particularly in what those new mechanics bring to the table in terms of player interactions or story development.

      phase@lemmy.8th.worldP This user is from outside of this forum
      phase@lemmy.8th.worldP This user is from outside of this forum
      phase@lemmy.8th.world
      wrote last edited by
      #14

      How to jump over planning with Blades in the Dark. It’s not the first gale with this mechanics but It’s the most known.

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      • lime!L lime!

        i think that’s why i gravitated toward them both. i ultimately didn’t gel with gurps due to that crunch, because even though you can pick and choose what parts you want there’s still a lot of stuff that you really can’t remove or the game feels hollow. FAE still feels meaty even though it’s super stripped down.

        agamemnonymous@sh.itjust.worksA This user is from outside of this forum
        agamemnonymous@sh.itjust.worksA This user is from outside of this forum
        agamemnonymous@sh.itjust.works
        wrote last edited by
        #15

        I like reality simulation, so the crunch is fun for me. I think it’s modular enough to focus on just the aspects of crunch that you like

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        • T trumble@sopuli.xyz

          I really love Mouse Guards simple skill progression where skills advance when you have succeeded AND failed with them enough times.

          N This user is from outside of this forum
          N This user is from outside of this forum
          naught101@lemmy.world
          wrote last edited by
          #16

          Yeah, makes sense. I think Dungeon World mainly gives you XP if you fail, which makes sense to me, because making mistakes is often where you learn the most

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          • Z ziggurat@jlai.lu

            Lighthearted has an interesting emotion mechanic.

            At the start of a scene, you describe your current emotion. Then, when rolling you choose an emotion based on how you describe the action and the closer it is from your current emotions, the higher dice you roll. However, it’ll make your emotional state shift. And if you roll your current emotion you gain stress.

            While it’s pretty interesting, it let a lot of room for negotiation between PC and GM which isn’t always great compared to games with tighter rules

            N This user is from outside of this forum
            N This user is from outside of this forum
            naught101@lemmy.world
            wrote last edited by
            #17

            which isn’t always great compared to games with tighter rules

            I’m slowly forming the opinion that there’s no best way of gaming, but that mechanics can strongly influence player and story behaviours, and so whether a mechanic is good or not depends entirely on your aims in gaming.

            Not sure if negotiating outcomes is something I want (though I like it in the Slugblaster actual plays I’ve listened to). But that emotion mechanic definitely sounds interesting!

            1 Reply Last reply
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            • N naught101@lemmy.world

              What interesting mechanics exist out there?

              I don’t mean just “here’s a new way to roll combinations of polyhedral dice”, or “here’s a new theme overlaid on a standard progress tracker”, or “here’s stress with another name”.

              I mean, actual new conceptual mechanics that produce new and interesting behaviours in-game. Things like CoC’s push rolls, or Slugblaster’s Beats/Character Arc, or Blades in the Dark’s Flashbacks (these might not be the first games that those appeared in, but the point isn’t the game, it’s the mechanic).

              Interested particularly in what those new mechanics bring to the table in terms of player interactions or story development.

              roflo1@ttrpg.networkR This user is from outside of this forum
              roflo1@ttrpg.networkR This user is from outside of this forum
              roflo1@ttrpg.network
              wrote last edited by roflo1@ttrpg.network
              #18

              In oWoD’s Hunter: The Reckoning, you can’t advance your Edges (supernatural abilities) with XP.

              To do so, you have to gamble Conviction during the session, while using said Edges (those Conviction points gambled add dice to your pool, ideally improving your odds).

              If you succeed at the task, you gain Virtues (with which you can later buy points in Edges).

              if you fail the task, you lose Conviction points. If you run out of Conviction, you lose your ability to use Edges at all until you rest/meditate/recover for a full week.

              Not sure if it qualifies as “conceptual” or non-mechanical to you. But I love it.

              N 1 Reply Last reply
              1
              • roflo1@ttrpg.networkR roflo1@ttrpg.network

                In oWoD’s Hunter: The Reckoning, you can’t advance your Edges (supernatural abilities) with XP.

                To do so, you have to gamble Conviction during the session, while using said Edges (those Conviction points gambled add dice to your pool, ideally improving your odds).

                If you succeed at the task, you gain Virtues (with which you can later buy points in Edges).

                if you fail the task, you lose Conviction points. If you run out of Conviction, you lose your ability to use Edges at all until you rest/meditate/recover for a full week.

                Not sure if it qualifies as “conceptual” or non-mechanical to you. But I love it.

                N This user is from outside of this forum
                N This user is from outside of this forum
                naught101@lemmy.world
                wrote last edited by
                #19

                How does it affect the feel of the game?

                roflo1@ttrpg.networkR 1 Reply Last reply
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                • N naught101@lemmy.world

                  How does it affect the feel of the game?

                  roflo1@ttrpg.networkR This user is from outside of this forum
                  roflo1@ttrpg.networkR This user is from outside of this forum
                  roflo1@ttrpg.network
                  wrote last edited by
                  #20

                  I suppose YMMV, but to me it’s central. You see, the Hunter becomes a hunter because she heard a higher calling, and believing in it is what keeps it going.

                  You can rename Conviction to Faith, and it probably shows what I’m hinting at. That faith can get you out of trouble (supernaturally so) but it’s also precious. You’re still human, flimsy and prone to errors, susceptible to doubt.

                  And you’re way out of your league. All the time.

                  N 1 Reply Last reply
                  1
                  • roflo1@ttrpg.networkR roflo1@ttrpg.network

                    I suppose YMMV, but to me it’s central. You see, the Hunter becomes a hunter because she heard a higher calling, and believing in it is what keeps it going.

                    You can rename Conviction to Faith, and it probably shows what I’m hinting at. That faith can get you out of trouble (supernaturally so) but it’s also precious. You’re still human, flimsy and prone to errors, susceptible to doubt.

                    And you’re way out of your league. All the time.

                    N This user is from outside of this forum
                    N This user is from outside of this forum
                    naught101@lemmy.world
                    wrote last edited by
                    #21

                    So basically higher stakes, and higher tension? And maybe more believable motivations?

                    roflo1@ttrpg.networkR 1 Reply Last reply
                    1
                    • N naught101@lemmy.world

                      So basically higher stakes, and higher tension? And maybe more believable motivations?

                      roflo1@ttrpg.networkR This user is from outside of this forum
                      roflo1@ttrpg.networkR This user is from outside of this forum
                      roflo1@ttrpg.network
                      wrote last edited by
                      #22

                      Yeah. Very well summarized.

                      Perhaps I’d also add that the advancement is earned with blood and sweat. 😅

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                      1
                      • N naught101@lemmy.world

                        What interesting mechanics exist out there?

                        I don’t mean just “here’s a new way to roll combinations of polyhedral dice”, or “here’s a new theme overlaid on a standard progress tracker”, or “here’s stress with another name”.

                        I mean, actual new conceptual mechanics that produce new and interesting behaviours in-game. Things like CoC’s push rolls, or Slugblaster’s Beats/Character Arc, or Blades in the Dark’s Flashbacks (these might not be the first games that those appeared in, but the point isn’t the game, it’s the mechanic).

                        Interested particularly in what those new mechanics bring to the table in terms of player interactions or story development.

                        WugmeisterT This user is from outside of this forum
                        WugmeisterT This user is from outside of this forum
                        Wugmeister
                        wrote last edited by
                        #23

                        In Trail of Cthulhu, if you suffer madness you must leave the room while the other players and DM debate the most appropriate manner in which to gaslight you. They may, for example, pass notes to each other and exchange meaningful glances. Or, they could all agree that some important recent event didnt happen and will react with confusion when you bring it up. Or they could come up with any number of other thjngs.

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