At any given point, I must confess, I have at least 2-4 half finished game hacks in my drafts folder. On top of that, I've purchased plenty of systems which I never intend to play wholesale, but instead get a kick of the brilliant mechanic here and there. Let's say pilfering material.
I guess this is one thing that draws me to the OSR and its DIY attitude.
In reality these half baked system ideas never get to be finished, or not fully. Least of all played. There are some exceptions like Knave++ (a messy collection of house rules), and the ugly Into the Dungeon+GLOG mash I had to concoct for a game. But the things further down in this article are pretty much in raw form.
Even if I say I'm running a Macchiato Monsters game (or Knave, B/X or something else), I change the rules left and right all the time. Surely everyone I know in our space does this. The day players start quoting Kevin Crawford's tweets in my Scarlet Heroes/SWN/Silent Legions game I'll skin myself with a butter knife.
Anyways, find below a list of the game mechanic ideas & concepts I've been considering lately, in no particular order. Nothing novel here. Lots pilfered and regurgitated from several places. They will be of more use here than in my draft folder. Maybe someone takes inspiration and fleshes things out.
varguyart |
1. Keep Knave classless, and add extra slot systems
What is this?
Comments
-I still think this idea has some merit. I really, really want to develop this further.-Keeps Knave classless, as it should be! I have grown disenchanted of Knacks at character creation. Instead I would give players more item tables to roll at start. And the option Wizard/Thief/Fighter -> 1x Magic/Faith die, 2x Areas of knowledge, or 1x Martial die.
2. Track Wounds/Hearts instead of HP
What is this?
Get hit by a weapon? That is 1 Wound. Was it a polearm? 2 Wounds.
Has the benefit that it can be represented on the character sheet with a placed die.
Comments
-A la Index Card RPG. Goal is to simplify math and speed up play.-Nothing innovative here. Really the same as treating HD=Hearts, and giving the Fighter types one extra HD on even levels.
3. HP are Relationships
What is this?
Comments
-Read this as a conversation in a Discord server recently, and thought it a clever idea.4. Deck of cards for the Magic-User
What is this?
Comments
-Leans into some isometric play at the table between players, they can interact with different systems depending on their class. Neat make for an interesting dice-less system for M-Us.-Needs a lot of fleshing out, in terms of random tables for the spells, chaos/backfiring effects and similar systems.
5. One roll combat resolution
What is this?
Comments
-Combat is very streamlined in most OSR games, and seen as a failure state for the players, better avoided.-Some combats can be puzzles in and off themselves, so there is a cost to this. But arranging free-form combat (which I really like) is complicated, and in my limited experience some players can tune out.
-Avoid wasting everyone's time at the table by just doing a quick resolution roll and move on. Tax resources (HP, equipment, food) on outcome.
6. Clerics are Godbinders
What is this?
Turn religion into a facet for the entire party to contribute to, not just a dedicated class. As per Arnold K. Godbinders replace Clerics in a B/X like game.Comments
From Die Issue #2 |
This post may be chaos but it's one of my favorites you've yet done.
ReplyDeleteIn line with 2020 I suppose. Thanks!
DeleteNice post!
ReplyDeleteMy 2 cents..
The Knave idea seems very workable...
I like the hearts concept. Especially in a game where damage is unparalleled. It's absolutely a better way to deal with a pile of NPC combatants.
A game where bonds equals HP is Fellowship (PbtA). If you lose all your bonds, you decide if your PC died or abandons the party. Too bad the moves are clunky and confusing to trigger.
One roll resolution seems like a mismatch for an OSR game but it works well in various systems. The problem is that it sometimes feels unsatisfying if it's a big fight that's been coming to a head for a while. Personally, I'd like to see a new system- maybe a fight system where the first roll represents first engagement gives an advantage or bonus to the next roll. The second roll represents the majority of the fight. The last roll represents the victory or failure. Or something like that.
The other ideas are interesting. I've never seen them before.
Thanks! Glad you found them useful food for thought.
DeleteICRPG truly has some good house-rules to pick and plug. You can tell it came to be from play, not a theoretical artifact.
Indeed as you highlight with the one-roll resolution, their state is rough and would need a ton of refining to be mildly useful. D&D, even the old-school one where it's a bad idea, expects that a if a fight ensues fast & cool crap should happen. Having a one-roll character death would feel anticlimactic and unsatisfying to many players (probably myself included!)
But this reminds me I need to put a 2nd version of this post up and declutter my slush pile document.