I don't think so to be honest, unless you're one of those people that plays *everything* at least a little bit. I'm *too* focused as a player with what I like.
I guess though there's definitely some laser-focused RPGs out there that are just that, especially when they have a niche theme.
Posts by The Odd RPG
That's easy. My favorite part is writing about the things that interest me as a player- combat mechanics, psionics or magic. Maybe a chase or action scene.
But everything else? All the other rules I don't bother as a player? Super tough to push through!
What about you, @arrowland.bsky.social ?
Just finished them actually! I was under the impression that RGE was nuclear postapoc with a touch of fantasy, but apparently it's fantasy postapoc?
Well, that was self-fulfilling prophecy XD
In a true ADHD manner, I totally forgot BlueSky existed because of object impermanence and it's not pinned in my taskbar or in my daily to-do list.
But hey, here I am again!
Aren't they big on Call of Cthulhu?
Same with Conan 2d20, which had 3 different metacurrencies, one of which was Momentum. The idea is that you could use extra successes to put Momentum in the group pool so that others can use it.
Sometimes the teamwork made sense- other times it was very jarring. So a hit or miss situation tbh.
Aspect-making is hit or miss, to be fair. And as someone who used to "game" the system a lot to milk fate points, I can see how frustrating it was for a lot of people who had a harder time expressing their thoughts in a few words.
So how does momentum work? I immediately thought of Conan 2d20
Sometimes, smushing two messes together (like FATE and PBTA) ends up with a coherent result XD
I was ok with aspects actually, the constant trading of Fate points was what irked me after a while. Felt too transactional instead of organically diegetic.
That sounds super interesting! I used to play Fate back in the Dresden Files days. Can I ask what you decided to change? I still have fond memories but wouldn't pick that game up again (at least to GM- for playing, maaaybe).
Sometimes it does take time to wean them off the double D's XD
We need more people to experiment with new games!
The RPG I grew up with and that influenced my design choices more so than any other.
While Star*Drive is a bit... lackluster, Dark Matter was so amazing that my current Urban Fantasy Playtest is inspired by it.
Ah, that Hoffman Institute...
Not creative enough unfortunately due to work! But we got a nice Sunday session playtesting @evergreen-ttrpg.bsky.social
The second one I get, though to be honest if it's in a book, the people who want to look things up will do it, sadly.
The first one though... doesn't make sense. If optimizing is a problem, then why throttle information (impossible on the internet!) instead of fixing said problem?
I would very much say so, yes. While we are all used to 300ish page books, taking a look at pathfinder 2e that's double that is just... scary (and it could very easily be half that actually!)
How do you define an advantage in this case?
While it's definitely a problem with all games, I feel it's exacerbated by class-based and level-based games. Since there's no DIY to make your own class (aside from homebrew of course), giving players more options needs all this extra classes and feats and PrCs. And that's on the best of designs.
Player skill vs Character Skill.
Where do you sit on this debate?
Is it an Action RPG for you or a Boardgame?
There's also Seeds of Wars, which has an interesting system inspired by AD&D 2e's birthright realm management (I mean it's a lot of the same people in that design team).
I recently watched the Starlight Brigade videoclip and the 80's cartoon vibe hit me right in the feels so hard I time-travelled to my 7 year old self.
So yes, I wholeheartedly agree with this!
And Bonus points for that 80's cartoon vibe for us older folks. Like, half the team is the lair/communal spaceship! (or most of it, in the case of Ramrod XD)
Thank you for taking the time to explain this! I really appreciate it.
Interpretive success or failure...
That does sound quite onerous. I assume it's one of those games where you only draw a card for whenever it's absolutely crucial, and the rest is adjudicated by static values and/or GM fiat. Otherwise it would grow tedious very fast (I remember Castle Falkenstein!)
That's good to hear. I need to try it out sometime, it's definitely on the reading list.
Thank you so much for explaining!
Haven't had a chance to take a look at it yet, so I'm not familiar with that mechanic, sadly. If you'd be up for explaining it I'd appreciate it!
Cardbased and diceless... Interesting.
How does it look so far?
Tactical RPG? Color me interested!
Thanks for the opportunity!
The ODD RPG is a generic, modular system that aims for that sweet spot between detail and playability.
With a focus on empowering creative solutions, HEMA-inspired tactical alongside narrative combat and a classless, level-less system of advancement with a plot twist!
But is it easy to work with and create homebrew content, or is the simplicity of the rules actually an obstacle to that?
Take the d20 craze for example (or the 5e compatible craze nowadays...). Simple basic rules, and yet so hard to make homebrew content (mechanically, not conceptually).
The funny fact is that big rulebooks have lots of hidden rules that are easy to miss or misremember... while small rulebooks are often so light on the rules that it's really easy to misinterpret them!
The struggles of rules design...