#as well play The best and The worst final fantasy games I've ever experienced
Explore tagged Tumblr posts
Text
Anyway, hi
#anyone else not go online for like a solid year? yeah...#life happened so hard i had to step away pretty much immediately?#still a bit touch-and-go but i have had about 10 free seconds to draw recently#as well play The best and The worst final fantasy games I've ever experienced
4 notes
·
View notes
Text
Using Rules From Other TTRPGS
As a game runner and player experienced in over 75 game systems, I can let you in on a big secret.
No rule is as important as the experience your players are having at the table.
This doesn't mean the rule of cool gets to take over all at times, in fact for many if not most players, consistency matters. It is nearly impossible for a game group to be able to find a single system containing all of the rules your players will like, and even more importantly doesn't contain any rules your players hate. Rules can be built very well for the theme but maybe a certain subsystem doesn't gel well with each player.
Generally, I would not suggest changing the core concepts of a game, without completely changing which game you're using, but I will actually address that in a later post called, Porting a Game to a Different System.
Instead, I want to talk about rules that exist within certain games that are able to be pulled across and either subtly added to the game, or used to change an inherent aspect of the game that doesn't work for your group.
My first major addition that I would suggest using in almost any game is the concept of Advantage and Disadvantage. For those that don't know, the most common version of this is rolling an extra die and taking either the best of the pile or the worst of the pile. The math on a D20 for example is something like a +4 to the die roll. The importance to the game is beyond the simple math. Rather than this just being something that can allow the party to succeed or give them greater challenge, I've always found that succeeding at a disadvantaged role or failing at an advantage role creates the drama with just the dice, which is often hard to do.
When someone has all the odds stacked against them and still managed to succeed, your party will celebrate the hardest. By the same metric when everything is set up for success, and failure still happens, the resulting consequences often define a game session, and can be memorable than a simple success would ever would be. I really suggest adding these as part of the game, but only after negotiation with your group to understand when and where they will apply, as they create a simple mechanical lever to pull on to increase the tension within a session.
I played Brindlewood Bay for the first time recently and it has a wonderful way to resolve mysteries. Even if you're not specifically running a mystery game, the idea that the players build the story with you, is one that I strongly advise. In Brindlewood Bay, the players collect clues during play which make the final “solving the mystery roll” possible. The player who chooses to make the roll asserts what they think to be true, and if the roll succeeds then that becomes the solution to the mystery. Now ideally a player won't attempt this roll without discussing how they would like the story to end with the whole group. A fun twist can happen when a great theory, and a decent chance at the roll, still ends up with a failed result. They will have to pivot to a twist ending that no one expected, but that still aligns the clues to point to the new suspect.
I actually have an example of this from the year prior to playing Brindlewood Bay for the first time. I knew generally of the mechanics, so when a player interrogated a NPC and layed out a better, more well thought out explanation to the events that were unfolding, I just went with it. I had fed them clues that I thought were pointing them to a certain direction. The way he had interpreted them and explained it to our group via the interrogation was bette. He set up a scenario with better stakes than I had put in place. He then went on to create a magic spell from scratch because of this information, a mechanic both in that game of Warhammer Fantasy Roleplaying 2e as well as the Dresden Files RPG, but I will go into greater detail about that in a future post called “Making Magic: Custom Spell Creation”.
The last rule I would love to include for you to consider is giving away some of the narrative control. Most games limit this to a Meta Currency such as the Fate Points in Fate, or the Bennies from Savage Worlds. These allow small changes like an open window to sneak into, or maybe the bouncer at the club is an old friend.
Alternatively you can use the Flashback mechanic from Blades in the Dark, and its derivatives. In this a player doesn’t just speak something into existence, but takes a hit to their main character resource to activate it. Once they do they get to have a flash back to how this change to the narrative was really part of the story we just hadn’t seen yet. That might be a similar result to those above but the vibes can be quite different so I would suggest grabbing the version that speaks to you.
There are so many more rules I would love to highlight, so this might end up just being the first in a series of posts with the same theme. If you read this and feel like there are rules you can’t help but use in all you games let me know and I can try them out as well!
#dnd 5e#osr#ttrpg#ttrpg community#indie ttrpg#fate rpg#pathfinder#dresden files#warhammer fantasy#carved from brindlewood
28 notes
·
View notes