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"Hodge Podge Systems Are Good"

12 Comments -

1 – 12 of 12
Blogger 賈尼 said...

You could also have the same engine for everything but said engine is scalable, e.g., combat is waaaay more complex in RuneQuest than in CoC yet both games use the same engine.

March 10, 2016 at 12:14 AM

Blogger Konsumterra said...

brp can go from
d20 light pedragon rules
old coc lightish
old Stormbringer a bit more complex
Superworld has added complexity of champions style point system on top
RQ2 - versions get more complex
Ringworld has extra complexity of tech

And there is extra light Prince Valiant for story gaming

I still prefer marvel for heroes and DnD for heroic murder hobo fantasy

March 10, 2016 at 1:17 AM

Blogger Zak Sabbath said...

brp doesn't have the same engine for everything though. it's got dnd stats bolted onto a % system.

which works
'

except the resistance table, but that's easily hacked

March 10, 2016 at 1:20 AM

Blogger Jacob L. said...

I like the idea of actually changing mechanics as needed or by whim simply to keep things interesting and fluid and to prevent loopholes.

March 10, 2016 at 2:10 PM

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March 10, 2016 at 2:10 PM

Blogger Zak Sabbath said...

I think players should always know what mechanics they're interacting with if they ask (unless it's a puzzle and a mystery mechanic is the point)--and I think they should know when mechanics change and know that they have a say in whether they change. GM is an elected office.

Without that you can't have a game involving rational tactics.

March 10, 2016 at 2:31 PM

Blogger Menace 3 Society said...

I tried to do something like this with the favor of deities once. The favor of the god of gamblers let you "double down" on rolls, while the favor of the god of thunder gave you a fearsome reputation (if you were a cleric being in disfavor made using magic harder). It's an idea I'd like to revisit, but in practice there was too much bookkeeping and people kept forgetting which bonuses and penalties they had.

March 10, 2016 at 4:34 PM

Blogger Zak Sabbath said...

sometimes a graphic design solution on the character sheet is a good answer to book-keeping problems

March 10, 2016 at 4:36 PM

Blogger Jacob L. said...

For what I imagine the rules changes would be entirely transparent. It could be something as simple as changing the critical hit chart or adopting a dice trick for the length of one combat or one session.

March 11, 2016 at 9:48 AM

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March 11, 2016 at 9:49 AM

Blogger s7610ra said...

I am disagreeing with Zak about this a little on G+ so I have been made to think long and hard about reasons *why* hodge podge systems can be good and indeed maybe better than a single unified mechanic.
1: Creative Dissonance. Both as a GM and as a player, a system which is markedly different from the others can create a tension that can spark the imagination and trigger non linear responses, and that can be creative, non predictable and fun.
2: Genre simulation. Let's be clear we ain't simulating reality, but we are having a go at genre (sometimes). It could be argued that some systems 'feel' more like a genre than others. Deadlands used playing cards and poker chips to 'feel' more like the Wild West. People have argued that the probability of a certain resolution system 'feels' more like a style or genre they are reaching for.
3: It's FUN! Sometimes it is just fun to make the game a bit more, well game like. Switching systems and spinning discs and flopping cards and collecting tokens and managing resources is FUN, and hey, that's valid too.
There you go +Zak Sabbath, I though of some stuff.. thanks..

March 12, 2016 at 3:00 AM

Blogger s7610ra said...

The resistance table in BRP was odd. It was really another unified mechanic in a game that already had one. Kind of like a genius younger brother with self esteem issues. It's better as a separated game system in a separate game IMHO

March 12, 2016 at 9:52 AM

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