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Wandering Adventure Party

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  3. Unusual TTRPG mechanics?

Unusual TTRPG mechanics?

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  • 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
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    • 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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      • 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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