Unique RPG Mechanics - /tg/ (#96077166) [Archived: 457 hours ago]

Anonymous
7/13/2025, 6:38:05 AM No.96077166
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What is your favorite unique RPG mechanic?

I'll start with "meta points". For example, players can reward other players with meta points for roleplaying well, and then these points could be used to add elements to the story ("actually, the villain was my long lost twin!").

I'm thinking of doing a very hands-off, lightweight campaign but with a bunch of fun mechanics from various games. What are some of your favorites?
Replies: >>96077181 >>96077297 >>96077541 >>96077673 >>96078613 >>96079280 >>96080388 >>96080566 >>96085461
Anonymous
7/13/2025, 6:43:22 AM No.96077181
>>96077166 (OP)
The Game of Thrones d20 RPG by Guardians of Order (and so NOT the Song of Ice and Fire RPG by Green Ronin) had a cute little mechanic for extending your influence into various groups - noble houses, or the weaver's guild, or the Night's Watch, or whatever. Basically, you received some number of influence investment points every level (different classes had more or less), and then later you could make checks to get information from the group, or material aid, or convince them to agree or disagree with the king, or whatever.
Replies: >>96077205 >>96080614
Anonymous
7/13/2025, 6:49:19 AM No.96077205
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>>96077181
So essentially, treating various factions as "skills" that you could upgrade? That's very nice, I might borrow that. Thanks for sharing.

I don't know how to describe it but I'm also a fan of how Disco Elysium did its skills. you have a whole variety, including stuff like
>Esprit De Corps: your ability to understand police culture
Which is kind of like a "faction" as you mentioned it.
Replies: >>96080033
Anonymous
7/13/2025, 6:56:19 AM No.96077223
I'm not sure if this counts, but MASKS has a neat party-backstory mechanic where each player determines one aspect of the incident that brought the PCs together, which is partially defined by a question/prompt they must answer based on what "playbook" (class) they chose for their character. Some of the questions involve defining NPCs like "who were we fighting" and "who's favor/ire did we earn?", while others define the nature/outcome of the incident like "we broke somethingโ€”what was it?" and "why did we choose to stick together?"

It's not really a game-defining mechanic or even a system I really like, but I always thought that sort of codified "party backstory" was a charming way to get players involved in the start a game, especially one that might not have a well-defined goal or for one-shots you want to add a pinch of flavor to.
Replies: >>96077258 >>96078998 >>96081826
Anonymous
7/13/2025, 7:00:37 AM No.96077237
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OP here, I really like Progress Clocks too, they can be used for

counting down
>a cave dungeon is about to flood in a few turns

counting up
>you need to do x more critical blows to a boss's limb to disable it from shooting poison bombs
>a boss villain is getting closer to achieving his plan
Replies: >>96077297
Anonymous
7/13/2025, 7:04:32 AM No.96077258
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>>96077223
That's interesting. I found a similar thing in Fear Itself.
Replies: >>96077520 >>96080484 >>96081826
Anonymous
7/13/2025, 7:13:01 AM No.96077297
94ec83f2845141df7cd3e3b31fed9a91
94ec83f2845141df7cd3e3b31fed9a91
md5: c38491b7ad8caf0b6046824575729861๐Ÿ”
>>96077166 (OP)

I am generally a greater fan of Fate's method of handling fate points. You generate them by accepting or willingly activating "compels" based on your character's flaws: maybe you deliberately have your PC make a poor decision, or perhaps a stroke of external misfortune strikes.

I personally dislike the whole "roleplay good to get metacurrency" method.

>>96077237

I still do not understand why they have to be clocks in the first place.
โ€ข D&D 4e and Draw Steel present them as successes vs. failures in a skill challenge.
โ€ข Path/Starfinder 2e couches them as "Victory Points" either counting up or ticking down.
โ€ข Daggerheart uses a die (d4, d6, d8, d10, or d12) that either starts at its lowest value and counts up, or starts at its highest value and counts down.
Replies: >>96077615 >>96077682 >>96078621 >>96079970 >>96090696
Anonymous
7/13/2025, 8:03:55 AM No.96077520
>>96077258
Love the Spiral of Misery. It's been a great tool to help my players develop their roleplaying skills.
Anonymous
7/13/2025, 8:07:48 AM No.96077541
9dafae8e90c6d72ac886c6d4bb93361e93027efeff69674762cb787659c2596a
>>96077166 (OP)
Here's mine from Tenra Bansho Zero. It may have been in a few other games admittedly, but I just know its usage from this one.
Replies: >>96079760
Anonymous
7/13/2025, 8:26:18 AM No.96077615
>>96077297
>I still do not understand why they have to be clocks in the first place.
It's just a visual shorthand of a countdown, anon.
Replies: >>96077866 >>96078838
Anonymous
7/13/2025, 8:39:40 AM No.96077673
>>96077166 (OP)
I love the Obsession and Passions from Unknown Armies. You have an obsession that defines your character (hopefully, something that will propel them forward in the game), and a skill it applies to. You can flip flop any roll you make with your obsession skill (it's percentile, so you can swap the tens and ones.) You also have a rage, noble and fear passion, which will allow you to flip flop one roll per session that relate to any of the passions.

It's a really quick and dirty way to get an flyover view of a character and the mechanical element really reenforces roleplay. Because youre likely to be much better at your obsession, it behoves you to reframe conflicts in such a way that you can use that skill, which makes sense because it's literally what you're obsessed about.
Replies: >>96078642 >>96079789
Anonymous
7/13/2025, 8:41:29 AM No.96077682
>>96077297
I like fate as well, but my attempt at a campaign kind of fizzled. I'm waiting to find the thing that will really warrant using the system.
Anonymous
7/13/2025, 9:33:39 AM No.96077866
>>96077615
Oh so it's for retards. No wonder so many people on reddit like them
Replies: >>96078653 >>96079771
Anonymous
7/13/2025, 1:32:46 PM No.96078613
>>96077166 (OP)
EPICS literal plot armor.

By default characters start with incredibly minor descriptions - name, appearance and basic role/profession. You don't even fill in the skills. But as you go through the game and get challenged by enemies, obstacles, catastrophes and so on, you can fill in your character background as needed. And for adding flaws to your character you get Plot Armor that acts as you hit points in combat or other activities where you can get wounded or die.

So if you find yourself on a plane that just lots its pilots for some reason you can say that your character actually finished flight courses and could easily land the plane. Or you could say that no, that's actually not the case and you are all fucking doomed and get some Plot Armor. Or something in between.
Anonymous
7/13/2025, 1:38:33 PM No.96078621
>>96077297
>I still do not understand why they have to be clocks in the first place.
so they can pretend they invented something
Anonymous
7/13/2025, 1:47:37 PM No.96078642
>>96077673
>Unknown Armies.
Isn't it the one with a neat sanity system on sliders, with good and bad points on both sides? Like, if you passed fear rolls often you'd gradually build up immunity to scary shit but at the same time become more jaded and less empathic towards normal humans?
Or am I thinking of a different game?
Replies: >>96079049 >>96079790
Anonymous
7/13/2025, 1:51:12 PM No.96078653
>>96077866
Many mechanics emerge or thrive because they enable ease-of-use. For example, the gradual replacement of status debuffs that work on a random duration set on cast (e.g. 1d6 rounds) to ones that work on a roll each round effect (e.g. roll 1d6 at the start of your turn, on a 6 you escape). The latter winds up being easier because there's no risk of forgetting how many rounds since the cast, etc, even though if anything it is more complicated (more rolls).
Anonymous
7/13/2025, 2:50:21 PM No.96078838
>>96077615
>shorthand
>for a number
Numbers are shorter and simpler than clock diagrams.
Replies: >>96079299 >>96079771
Anonymous
7/13/2025, 3:34:50 PM No.96078998
>>96077223
Smallville does this, but more intensely.
The players draw a big conspiracy-web diagram during character creation. The only thing you are guaranteed to be able to control is what your PC thinks about something else. You might add an NPC to the board, name him "Johnny Five-Dicks" and then draw an arrow from your PC to J5D and label it
>"I won't let him fuck me again!"
That's your relationship to him. Later on, you or another player might draw an arrow from J5D to (You) and label it
>"I don't even know who you are"
>"Man, I hate this asshole"
>"Prepare your anus, PCname"
>"I still regret that I had to fuck him over"
and who does so is just a case of who spends points on it first. The whole "Nobody's NPC is their sacred territory" thing means that you end up with an actually interesting set of cross-pollinating backstories. Maybe someone decides that Johnny Five-Dicks has fucked EVERYONE over at least once and starts adding it in, maybe J5D ends up with a very specific beef with a single NPC.

Also, all this information is public to the players but not necessarily the PCs. It leads to a game where some reveals are known beforehand, but only the ones that are set up like this. Everyone has mechanical ability tied to the NPCs they have opinions on, but not NPCs who have opinions on them. If my PC doesn't have any opinion on Johnny Five Dicks, I don't get any bonus interacting with him.

Everyone goes through character creation at the same time, each player taking the same step and being given the same choices, and this means it takes a while to do but everyone is having to talk openly about what shit they're picking and why, as well as the backstories being laced together.

It leads to very enjoyable group dynamics, but it's not GOOD for every game and every group. I've found it also helps get the quiet guy to interact a bit more.
Replies: >>96079832 >>96079858 >>96080484
Anonymous
7/13/2025, 3:46:03 PM No.96079049
>>96078642
that's unknown armies.
UA 1e and 2e, they're separate to your stats, so you are just
>3/10 hardened and 1/5 failed against the Unnatural
>0/10 hardened and 3/5 failed against violence
>4/10 hardened and 0/5 failed against self
>1/10 hardened and 1/5 failed against helplessness
>5/10 hardened and 1/5 failed against isolation

if you encounter a lv3 trigger for Unnatural, Self or Isolation you don't roll - you're hardened to that level or less severe. If you encounter a lv3 for Helpless or Violence, you roll your Soul stat to see how you cope, and then either mark one Hardened if you pass or Failed if you fail.

in UA 3e, the stress gauges also impact your skills outside of the specific identities you have got for your character.
You also roll specific skills to resist a given stress check rather than it all coming off the Soul stat.
In UA3, if you have no hardening againt the Self, you are better at Knowledge checks and worse at Lie checks. If you're at 9 hardened in Self, then you have pared down your life as things don't really seem to matter all that much. Who cares that the dodgers won last year, or that sharks always grow new teeth? Fuck, nothing really matters, so you lie better because you don't care, but also you don't absorb much.

Personally I'm not so hot on UA3's stress gauge system, I bounced off it when UA3 released and I've revisited it once and didn't like it then either. However it's a very neat concept that works for some things.
Replies: >>96079790
Anonymous
7/13/2025, 4:37:02 PM No.96079280
>>96077166 (OP)
I like the rule that says you can't play the game if you weren't born in a country belonging to the European union. That's really unique.
Anonymous
7/13/2025, 4:44:07 PM No.96079299
>>96078838
Nah they're not, not even if you're playing digitally. Tally marks are the shortest, but clocks have the benefit of visual clarity, so they win out.
Replies: >>96079609
Anonymous
7/13/2025, 5:47:48 PM No.96079609
>>96079299
The fuck are you on about? Numerals are shorter. That's why we use them fucking everywhere. Tally marks aren't a shorthand, they're useful because they're written purely additively.
Replies: >>96079982
Anonymous
7/13/2025, 6:18:16 PM No.96079760
ssrco,slim_fit_t_shirt,flatlay,fafafa_ca443f4786,front,wide_portrait,x1000-bg,f8f8f8.1u2
>>96077541
hm... so the more characterization (fate) you have, the more bonuses you can get (kiai), but the more kiai you spend, the more karma you get, which could make your character unplayable?
Replies: >>96079871
Anonymous
7/13/2025, 6:19:11 PM No.96079771
>>96077866
>>96078838
Why not replace all instances of "healing potion" in your inventory with "+3 HP"? It's less characters
Replies: >>96079926
Anonymous
7/13/2025, 6:22:49 PM No.96079789
>>96077673
This is really cool! Admittedly, I don't totally get the difference between Obsessions and Passions, but being able to do something like "Once per game you can change a roll for a skill intrinsic to your character from {roll} to {maxroll-roll}" is really nice! Of course, replacing "skill intrinsic to your character" with obsession, passion, or other fun alternatives.
Replies: >>96079821
Anonymous
7/13/2025, 6:23:03 PM No.96079790
>>96078642
>>96079049
>If you encounter a lv3 for Helpless or Violence, you roll your Soul stat to see how you cope
You actually roll your mind stat in 2e.

And, in a way, yeah, the shock gauges are also a revolutionary system in UA, but I find myself kind of hating them now that I'm running the system. But, that's partially a me thing, as I get older I just find myself hating sanity systems in general.
Anonymous
7/13/2025, 6:26:59 PM No.96079811
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Anon, are you fond of mechanics that directly influence characterization/roleplay? Like the "sanity systems" mentioned earlier in the thread. Or do you prefer mechanics to only deal with gameplay/storytelling and want to leave the playable characters entirely to the players?
Replies: >>96079835
Anonymous
7/13/2025, 6:28:39 PM No.96079821
>>96079789
Any obsession can be pretty much anything. Your obsession could be "I've got to be the hardest mother fucker around," and the related skill could be "fucking dudes up" (a melee skill). So, every time you roll that skill you flip flop, but it's just for that skill. If you're an adept (the settings wizards) your obsession has to relate to your magickal skill, because magick=obsession.
The passions are a little narrower, but can apply to any skill roll. So if your noble passion is "making the world better for the keeeeeeds" you could flip flop your melee roll to fight off the horrible magickal pedophile threatening the neighborhood children in one session, but the next session you could flip flop your roll to convince the developers to not close down the neighborhood rec center. So, in way, passions are narrower, but they can have broader effects.
Replies: >>96079864
Anonymous
7/13/2025, 6:31:08 PM No.96079832
5CgjhAM
5CgjhAM
md5: c7dd03c1610b78f1a87a866b1bc742a0๐Ÿ”
>>96078998
That's a REALLY cool concept.
I guess it would work best in certain scenarios.
Like, if the whole game takes place in one town (smallville, I assume). Or if at least a few sessions will be in one place. In a fantasy game, maybe if it were a big kingdom you had to do a lot of stuff in.
Replies: >>96080329 >>96080737
Anonymous
7/13/2025, 6:31:50 PM No.96079835
>>96079811
There needs to be at least some mechanical weight to characterization, otherwise you end up in the common trap where the player who is the smartest/best at puzzles/most charismatic/etc. can bring those aspects of themselves to bear regardless of whether they're playing Casanova or a hulking brute. Structure informs roleplay but it should also constrain it.
Anonymous
7/13/2025, 6:36:49 PM No.96079858
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>>96078998
Actually, I suppose a more generalized takeaway from what I (and maybe you) like so much about that mechanic, is having the players pool together their ideas to "fill out" something from an incomplete state or even an empty slate. It's a bit chaotic but in a good way and lets every player be surprised.

Like, you could do it not just for CHARACTER RELATIONSHIPS, but also with TOWNS, the WORLD, etc. (As Fabula Ultima, and I'm sure a billion other systems do.) Maybe even other things could be "thought-pooled" like this! I should think about it more.
Replies: >>96079890 >>96080329 >>96080737
Anonymous
7/13/2025, 6:37:59 PM No.96079864
>>96079821
Thank you for the explanation anon! I hate it when the magickal pedophiles threaten the neighborhood children.
Anonymous
7/13/2025, 6:39:00 PM No.96079871
>>96079760
Think of it like in anime, where your personal bonds and dreams can be used to fuel you with incredible power, but by that same token that power can push you to inhuman lengths, testing the strength of your personal bonds and dreams to try and pull you back from the brink. And when you're pushed too far, sometimes it forces you to sacrifice some of your more personal attachments in order to maintain what humanity you have left. It's a very tug of war kind of system, where you can gain power fast but also have to give it up just as fast if you don't want to basically explode, and rearrange what your character values quite a lot
Replies: >>96079904
Anonymous
7/13/2025, 6:42:03 PM No.96079890
>>96079858
Oh, to clarify what I meant by "towns" or "world" instead of "relationships", I meant like:

GM: "Okay your goal is to reach /tg/land."
>P1 contributes a landmark of /tg/land - the figures shop.
>P2 contributes a tradition of /tg/land - the annual public argument over which edition of D&D is best.
>P3 contributes a faction of /tg/land - the erotic role players guild.
>P4 contributes a mystery of /tg/land - why do the nude figures keep disappearing?
Anonymous
7/13/2025, 6:44:03 PM No.96079904
template-renge-thinking-faces-v0-bmp97mgrui0a1
template-renge-thinking-faces-v0-bmp97mgrui0a1
md5: 9c13378346a5d136ad1a9a3232b59beb๐Ÿ”
>>96079871
I see. That kind of "choose to gain an advantage, but at a cost or by increasing the risk of a disadvantage" seems very interesting. Perhaps it wouldn't be a good fit for a totally new group. I wonder what other kinds of mechanics you could design along those lines. Thank you for the anime explanation.
Replies: >>96080019
Anonymous
7/13/2025, 6:48:32 PM No.96079926
>>96079771
Why would I? I'm not the one trying to sell something as useful because it's a "shorthand" despite clearly not being shorter.
Replies: >>96082327
Anonymous
7/13/2025, 6:56:29 PM No.96079970
>>96077297
I'm also a fan of Fate points and character aspects. I port them over to pretty much every other game I run. Every game, I have players write up a few aspects for their PC, and let them earn Fate points from compels that can be spent for rerolls or narrative additions related to their aspects. If the system already has a similar metagame currency, then I use aspects and compels as extra ways to spend and gain those currencies. When running GURPS, I also allow Fate points to be spent on any of the option described in Power-Ups 5: Impulse Buys. Fate points with Impulse Buys is probably my favorite implementation of this mechanic thus far.
Replies: >>96090696
Anonymous
7/13/2025, 6:57:55 PM No.96079982
>>96079609
Shorter as in they have the shortest number of steps to use/update. Let's prove it by advancing the "enemy plot happens" timer using numerals:
>step 1: erase the current number
>step 2: write the new number
And now for tallies:
>step 1: mark the tally.
Pretty conclusive, if confounding petty.
Replies: >>96080285
Anonymous
7/13/2025, 7:03:16 PM No.96080019
28bfc16909f9c3b8cfe2a08f55d17ff5f520058eb1ed0d3184eeeadfdc3ef7cf
>>96079904
It's not quite so restrictive when Aiki Chits are taken into account. Aiki Chits are basically like Fate points or meta currency both the GM AND the players award other players for roleplaying, like if they said something suitably dramatic or playing into their character's flaws. Aiki Chits can do a lot, such as pic related explaining how split parties can enable scenarios where players barge into scenes or can be bribed into exiting them via the aiki chit system. But otherwise, they're useful for doing things like boosting rolls, suddenly gaining new equipment, or more importantly contributing to the Kiai Pool and expenditure in a way that doesn't accumulate Karma.

Which basically is how all the different Fates play into the system. The more you play into them, the more likely you'll get awarded Aiki Chits to use to power up your stunts to help stave off the slow accumulation of Karma while still doing cool things. it's like how every time Yugi Mutou from Yu-Gi-Oh invokes the Heart of the Cards, he gets a dollar from the judge which he can use to topdeck at a later point in the game.
Replies: >>96090711
Anonymous
7/13/2025, 7:06:06 PM No.96080033
>>96077205
Speaking of Disco Elysium, I loved that going too far in a skill would fuck you as hard as dumping it. Too little... shivers I think? and you don't notice threats, too much and you're paranoid, that sort of thing. It made it difficult to minmax which is always a weakness of mine.
Replies: >>96090717
Anonymous
7/13/2025, 7:46:10 PM No.96080285
>>96079982
That is not what "shorter" means.
Just use a fucking die. Why are you trying to make this difficult?
Replies: >>96080443
Anonymous
7/13/2025, 7:54:10 PM No.96080329
>>96079832
Smallville was specifically designed to run TV Drama type stories. It could take place in one town, it could take place across a larger area, but the idea is to divide places and NPCs between throwaway one-offs and things that reappear.

so if you ran a kingdom scale game, you might have NPCs being major royals or nobles, and locations being "the entire fuckin' kingdom". What do the people of Bigchinnia think of their king, Chadley IV? What does HRH Chadley IV think of Bigchinnia?

>>96079858
oh lol I scroll down and you've already come to that conclusion yourself.

I'll scribble down the rough set of numbers for smallville's conspiracy board / background diagram in a minute for you.
Anonymous
7/13/2025, 8:05:30 PM No.96080388
>>96077166 (OP)
If I had to pick one and focus on the unique aspect:
Momentum from 2d20-based systems.
It translates poorly to many different games due to the way how they account successes and it's something absolutely fantastic by itself. Nothing comes even close in terms of enforcing teamplay and thinking in terms of co-operation, rather than max-out damage output
Anonymous
7/13/2025, 8:16:22 PM No.96080443
>>96080285
That's what shorter means when I say it. If you meant something else, spit it out.
Dice are actually slower than writing numbers (aside from spindowns, which actually have the advantage here), and have the drawback of impermanency.
Anonymous
7/13/2025, 8:23:13 PM No.96080484
>>96077258
>>96078998
Interesting to see other RPGs detail formal methods for creating party history, especially considering how different all these games are from each other in terms of tone. They make for interesting Session Zeros and help get all the players feeling "invested" in the game right from the get-go. Whether that momentum sticks is up to the GM, but it's a great start.

Thanks for sharing.
Anonymous
7/13/2025, 8:33:59 PM No.96080566
>>96077166 (OP)
I wouldnt exactly call that unique. thats any "collaborative" story rpg.
Anonymous
7/13/2025, 8:39:09 PM No.96080614
>>96077181
this seems to be the only cool mechanic so far posted ITT so far
The rest are either pointless or actively annoying
Replies: >>96080682 >>96080769
Anonymous
7/13/2025, 8:46:44 PM No.96080682
>>96080614
>samefagging your own post to feel better about yourself, because nobody else would comment
Attention whoring much?
Anonymous
7/13/2025, 8:54:44 PM No.96080737
smallville chargen
smallville chargen
md5: d3491464034217770533a4e956622c4a๐Ÿ”
>>96079832
>>96079858
So smallville pairs the background creation and diagram with choosing what your character did and the associated stats across their background leading up to play, but that can be split from the background thing.

each step is done going round the table, and each step has each player do 1-2 things. This means that while you might add an NPC to the board, other people get a chance to interfere with that NPC before your next "turn".

Smallville's steps in order are
>add new NPC, connect your PC and label the relationship.
>add new Location. Connect something you added to the board, to any other Extra and label the relationship.
>connect any existing NPC/location to anything else on the board, and label the relationship. connect your PC to a new or existing Extra and label the relationship.
>connect any existing Extra to any PC and label the relationship
>connect your PC to a new or existing Extra and label the relationship. Connect any existing Extra to any PC and label the relationship.
>Connect your PC to a new or existing Extra and label the relationship. Connect any Extra to any other thing on the board and label the relationship.
>Connect any Extra to anything else and label the relationship. Connect your PC to an existing Extra and label the relationship.
>Connect any Extra to any PC and label the relationship.
>Connect any Extra to anything else on the board and label the relationship. Label your PC's relationships with the other PCs.

where "connect X to Y and label the relationship" means define how X feels about Y, NOT vice versa.

which totals out to
>3 add a new thing and connect your PC to it
>2 connect your PC to a new OR existing Extra
>1 connect your PC to an existing Extra
>3 connect an existing Extra to any PC
>4 connect an existing Extra to anything
which means each player adds 3-5 things to the board and defines 13 total relationships, plus their relationships to each other PC.
Replies: >>96080782 >>96090772
Anonymous
7/13/2025, 8:59:37 PM No.96080769
>>96080614
Itโ€™s not unique, sadly. Iโ€™ve seen plenty of games with Connections mechanics to npc groups to lean on for info or favors. Shadowrun, for instance
Replies: >>96081102 >>96086191
Anonymous
7/13/2025, 9:01:26 PM No.96080782
>>96080737
to add to this, there's also a variant on this in Cortex Prime where they break down NPC and Location into
>Major NPC
>Situations (past or present)
and "resources" which could be
>Minor/side characters, like "the butler" or "security detail"
>Organisation, like "The Church of Cosmic Unity"
>Object of importance, like the T-Virus sample
>Location, like the cafe from Friends where everyone always meets

You could insist upon specific things at specific steps, like how smallville proper forces everyone to add an NPC first, THEN a location, then says "OK now you can mix the two however you want".

they note that if there are three elements which are all connected, that's a great place to start applying friction.
they also note that the map implies a lot and those implications are fine to exist withotu being strictly defined. An organisation has leaders and members, a location has staff, etc. You don't need to say "Well The Leader of the Church of Cosmic Unity isn't on the map, so he cannot statistically do anything".

and finally, they note that the GM doesn't get a turn drawing anything on the map and that this is by design, but the GM should be in dialogue with everyone, asking questions and probing and, if they want, asking leading questions.
Replies: >>96090772
Anonymous
7/13/2025, 9:46:22 PM No.96081102
>>96080769
Neither is the example in OP, I think you'd be hard pressed to find actually unique mechanics

Needs that comes to mind for me is the veteran's ability from Wanderhomr: you can use your sword to shed blood and solve a problem that way, but afterwards you immediately have to retire your character. Other games have similar "go nova" options, but they usually have combat as an explicit part of the game. To have it in a slice of life setting is pretty unique.
Anonymous
7/13/2025, 11:19:23 PM No.96081826
>>96077223
>>96077258
>Masks
I think quite a lot of PbTA games have it. I know it's definitely in Monster of the Week and Urban Shadows. Pretty sure FATE has something very similar during character creation too, but I've never played it only read it.
Anonymous
7/14/2025, 12:21:36 AM No.96082327
>>96079926
>Doesn't understand the ease of abstraction as shorthand
Try to turn the apple in your mind. What color is it?
Anonymous
7/14/2025, 9:53:42 AM No.96085461
>>96077166 (OP)
I really enjoy the distinction between wizards and sorcerers in D&D. I think it's a really interesting piece of lore.
Replies: >>96085984 >>96087208
Anonymous
7/14/2025, 12:48:15 PM No.96085984
>>96085461
Sir, this thread is about unique RPG mechanics
Replies: >>96087208
Anonymous
7/14/2025, 1:48:43 PM No.96086191
>>96080769
what I like about it is that it uses the same skill mechanics instead of some special roll.
Anonymous
7/14/2025, 5:08:59 PM No.96087208
wizard battle
wizard battle
md5: 1930c804e05377ad2e0dacab8aa4d4a3๐Ÿ”
>>96085461
>>96085984
I really enjoy the distinction between wizards and sorcerers in GURPS.
I like how wizards have spells as learned skills, while sorcerers have spells as innate traits/advantages.
Wizards have a whole list of premade spells that they must learn in a certain order of branching spell trees representing set progressions divided into well-defined schools of mastery, while sorcerers can have literally any kind of spell effect they can think of and learn them in any order without regard to prerequisites.
Wizard spells are always limited by casting time, energy cost, and magic ritual, which become less costly or restrictive as the wizard's skill with the spell improves. Meanwhile, sorcerers can have whatever limitations on their spells they want. They can cast all their spells instantly at no energy cost and with no somatic/verbal/material components if they want to. But limited spells cost less XP, so it's still useful to have limitations.
Wizard spells require very little investment to be able to attempt to cast (only 1 XP per spell), allowing wizards to learn many hundreds of spells for cheap, and still have a good chance of casting them if their IQ/Magery is high enough. Sorcery spells will almost always be more expensive, because they're based on advantages, unless they load up on a huge number of limitations.
Wizards are often constrained by the precise specific effects listed in their spell descriptions, with little room for improvisation. But sorcerer spells are truly flexible, able to boost the raw level of effect (think "Upcasting"), add temporary enhancements (think "Metamagic"), or even improvise entirely new spells on the fly. This doesn't even require any special feats to do so. Every sorcerer can just do this. It just costs extra time and energy, and requires a Will roll.
Anonymous
7/14/2025, 11:08:35 PM No.96090696
>>96077297
>>96079970
I really like that! I'll port over compels as well.
Anonymous
7/14/2025, 11:10:29 PM No.96090711
>>96080019
thanks for the explanation! and i kek'd at the yu-gi-oh reference
Anonymous
7/14/2025, 11:11:14 PM No.96090717
06KO3v73syjD6Vb9NAYFvJE-1
06KO3v73syjD6Vb9NAYFvJE-1
md5: 47b6f1be27f68bf36009bce922e59d92๐Ÿ”
>>96080033
I didn't even know that was a thing!!! i really like the system though, I wonder if it could be made into a TTRPG.
Anonymous
7/14/2025, 11:15:49 PM No.96090772
>>96080737
>>96080782
Thanks for breaking it down!!!
...I feel like I need three brain hemispheres to fully process it though...
But I got the big picture thanks to your examples! I really like how other players can "interfere" with stuff you've introduced before it even gets to your next turn. I'll try that out!