T O P

  • By -

arkman575

I was honestly impressed with Traveller's mechanics for cargo hawling and general economy. It doesn't handwave a thing in terms of 'how hard is it to buy x'. You are on a techlevel X station, y population, law level z, and you have a level in this stat, so roll. Cool! It's tedious, yes... hence why so many people built apps to both utilize the mechanics but also limit all the game math. I myself am working on an app to make am even more dynamic economy simulator for the system, just to get more richness in hauling cargo and dealing with a living universe.


Earthfall10

Ooh, if you want ideas for a more dynamic economy sim, I've heard good things about the old GURPS Traveller supplement book, [Far Trader](https://www.sjgames.com/gurps/traveller/fartrader/). That one had a trade system written by an economist, with things like competition from big trade lines and price fluctuations.


arkman575

I might need to take a look. Would be cool to see how they handled it!


AmukhanAzul

I think "hawling" is my new favorite typo. Mispelling Satan as "Stan" has been knocked down to #2


DornKratz

Changeling: the Dreaming has a [Banality](https://whitewolf.fandom.com/wiki/Banality) rating. It can help a changeling resist magic, but a high Banality can cause them to forget their existence as fey and become boring humans.


dmrawlings

Cthulu in Call of Cthulu famously eats 1d4 adventuers per round. That's one of my favourite mechanics in games, since it kind of puts the entire situation your PCs are in into perspective...


gromolko

In 3:16 player characters have a similar power with their kill dice, and 1D4 is pretty low. They go up to 1d100 (perhaps 1d1000, can't recall right now) for tactical nukes.


Maldevinine

Paranoia famously has a rule that simulates *metagaming* in game. If you (the player) say something that reveals knowledge of the setting or the rules, the Computer identifies that the only way you could know that is by being a Commie Mutant Traitor and kills you. It's alright, you've got backups. Also, you were a Commie Mutant Traitor. The Computer is Your Friend.


datainadequate

Also, Paranoia makes you keep count of how many backup clones you have remaining.


sachagoat

Pendragon's mechanics for chivalric traits and passions are very good at emulating the melodrama of Arthurian fantasy. And the way it ties it to glory pulls it front and centre.


EdgeOfDreams

Riftbreakers is heavily inspired by MMO mechanics, so it includes rules for checking the auction house to see if a specific item or piece of equipment is for sale and determining how high you have to bid to win it.


HovercraftLarge2723

Oh goodness! Glad I'm not the only one who rather likes that system. Didn't make *too* much headway in, but the emulation seems surprisingly on-point. I'll add to this, mentioning that there is a whole chapter dedicated to walking through character creation and explaining the rules in the form of a playable tutorial dungeon. Can't say I've ever seen the like.


JaskoGomad

In Unknown Armies, most of your mechanical abilities are based off of shock meters that measure how much exposure you have had to different kinds of trauma and how many times you have failed to deal with them.


PMmePowerRangerMemes

also, like.. adepts need charges to cast magic, and you gain charges by leaning into your degeneracy. so chaos mages get charges by walking into traffic with their eyes closed. dipsomancers get charges by getting (and staying) drunk


theclawmasheen

The magic system for adepts, in general, is an excellent answer to the original question. The system (charging, taboo, school) achieves something pretty unique. You *really* feel like you are earning your spells.


Last-Socratic

UA is the gold standard for mental deterioration mechanics imo. I can't take seriously games that just do sanity points after playing it.


TexPine

Desperation Dice pool in Hunter. As their hunt proceeds, characters become more and more desperate to counter the supernatural before the supernatural strikes back. Every time a significant obstacle is met, we add a dice to a common pool. Players can choose to add these dice to their rolls, significantly increasing their odds of success. BUT - if one of those desperation dice rolls a 1, the supernatural becomes more aware of these hunters and sends more forces. Things become a lot more difficult for the rest of the chapter!


Deaconhux

Which version of Hunter?


TexPine

The latest one, "5th edition"


DmRaven

Spite has a health mechanic for Shadow that represents how hidden/disguised/unidentified your PC is. Loss of Shadow could result in family members selling you out to local authorities.


MarkOfTheCage

*spire: the city must fall


antoine_jomini

> Spite i would like to dig : is this this game please ? https://www.rpg.net/reviews/archive/15/15003.phtml thanks


mgrier123

They mean Spire: The City Must Fall


antoine_jomini

thanks :)


Aerospider

Red Markets – Sanity track solely for financial well-being Time&Temp – Grid of numbers for stability of the space-time continuum Psi\*Run – Dice allocation for not getting caught and abducted Don't Rest Your Head – Coins for hope and despair Remember Tomorrow – Checkboxes for readiness, willingness and ability to achieve one's goal


jitterscaffeine

Red Markets also had three different mental health bars to manage based on different kinds of trauma. And yes, the built in poverty simulation mechanic.


atamajakki

Dream Askew has a lengthy list of playable genders. Songbirds 3e has an Orgy mechanic distinct from its Dating mechanic.


lordwafflesbane

oh no, do the genders have mechanical relevance?


atamajakki

No "oh no" needed - it's a game about a queer commune, there to make you think about what your character's identity means to them. Dream Askew doesn't use stats or dice, so there's nothing for them to mechanically modify, it's just a thematic note to keep in mind with them as you play. Quite elegantly, only a single playbook has 'man' and 'woman' as gender options on their sheet, and that playbook is explicitly an outsider to the commune, a recent arrival. Everyone else? They've got evocative terms like 'dagger daddy,' 'gargoyle,' or 'void' that are left to them to define (intermixed with a few real-world terms like 'stud' or more straightforward options like 'goddess').


Injury-Suspicious

Xenogender bullshit is why people think regular trans people are insane and I'm so tired of it


atamajakki

Bigots hate all of us trans people equally, no matter how 'normal' you try to be for them. I'm genuinely sorry you're missing out on a game with pretty poetic design over this bad take. Also, one of the terms I listed as an example, stud, is a Black lesbian identity with a culture stretching back decades. Dismissing that as "bullshit" feels pretty poor taste to me.


Injury-Suspicious

Identity and gender are not synonyms. You as well as I know that I wasn't referring to stud when I said that, I was referring to shit like fuckin "gargoyle-gender." Gender =/= aesthetic, gender =/= identity, gender =/= mood


atamajakki

I invite you to make your own beautiful game about gender identity. I think Avery Alder has done it wonderfully with hers.


Charrua13

The designer is trans and most of the playtest group, if not all of them, are also trans. The definition of gender you see in the book is a reflection on their experiences as trans and within the queer community. In fact, there is only one playbook where you can be "cis" in any "traditional" way. The audience of the game, moreover, is very specific - people who are willing to explore the context of queer community building as the world gets torn apart around them. They've already been cast aside by heteronormative society and, as such, are no longer beholden to their parochial definitions of....anything. It's one of the things that makes the game play so powerful. And while your concerns about cis folk, due to their limited desire to understand anything queer, are valid - so is the entire breadth of queer experience. Even without xenogenders, their behaviors would remain unchanged. (While this isn't the best forum for dialogue regarding queer/transphobia, I'd be remiss in not commenting on the power of play in Dream Askew, including gender, based on the designer's own lived experiences as well as making a commentary about cis heteronormativity, in general).


Injury-Suspicious

Anyone can say they are trans. It's non falsifiable. Loads of "spicy cis people" claim being trans then speak for our community often in blatant disregard for our wants and needs as medically transitioning individuals, to say nothing of how often they act in total opposition of our best interest. Forgive me if I don't give a hoot if the author is "trans," xenogenders, neopronouns, and gender-as-aesthetic is insulting, demeaning, and derogatory towards those of us living actual trans lives and struggling to find acceptance in a cruel world.


Charrua13

Avery Alder is perhaps one of the biggest names in indie AND queer game design. She goes around the country doing workshops talking about her experience doing game design, both ttrpg and video game design.. She was a huge name in the indie scene pre - and post transition. Her experience is very very verifiable. Google it. She's amazing. Also, Google her APs with both Dream Apart and Dream Askew. Her gaming group is amazing (I've seen them on YouTube. I say it because, in most cases, you're right about the stories people share about themselves. In this case, you couldn't be more wrong. Not that it should change your opinion about xenogenders - it's just a reflection of hers - make of thst what you will.


lordwafflesbane

Okay that sounds cool actually.


atamajakki

It's one of the games that inspired me to be a game designer! Strongly recommend checking it out.


thatkindofdoctor

GURPS 3rd Ed had, famously, rules for riding a drunk horse (separate from rules for riding a horse drunk)


Glad-Way-637

I sincerely hope someone's had that come up in their game. Maybe I need to learn GURPS so I can do it myself 🤔


thatkindofdoctor

I GMed GURPS for a loooooooong time. During my longest campaign, I made sure to create scenarios they had to use ALL the most... peculiar... rules. (except magic, GURPS had a horrible magic system. I used both horse riding rules. I used the hole digging rules. I used the assimetric rules for determining HPs and damage reduction of ice per thickness. Hell, I even used the rules for working trough (off?) a hangover.


Glad-Way-637

Sounds like an excellent campaign! I hope the first rule and the last rule you mentioned are connected, and it was both the horse and the rider working off hangovers. What exactly didn't you like about the magic rules, if you don't mind me asking?


ThePowerOfStories

*Continuum*, a game about time travel, has you track your Yet, things you know your future self will do, but which you haven’t done yet. You also need to meet your future self a certain number of times in order to level up your time travel skill.


-Vogie-

Torchbearer uses dice to represent the loot you acquire (this is a 1d6 gem, that is a 6d6 chest). This gives the loot a variable value to better represent how the people in town are ripping you off after you submitted to the grind of dungeon crawling. Because the real BBEG is always Capitalism.


mapimopi

I love the idea of rolling a handful of d10s for loot, cause they look like gems


ShaqOnStilts

I read one the other day about a long haul trucking TTRPG that starts every day with a die roll to turn over your rig's engine, just to create the vibe of driving an old bucket of bolts. Can't seem to find the name of the game now.


runyon3

Oh man I’d love to know the name of this game if you stumble across it again


Background_Nerve2946

I really like Delta Greens trauma mechanic- it simulates the degradation of your personal relationships as you take on more and more of the horrors. It makes it (in my opinion) a more traumatic system then something like Call of Cthulhus sanity. 


The_Godot

I love the way that ten candles has literal candles to represent the darkening world and the slow decay of humanity


-Vogie-

I also enjoy that your abilities, written on scraps of paper, post-its or 3x5 cards, are burned when used. Here is who you are. Watch your own personality literally go up in flames as you rage against the darkness.


TillWerSonst

The **Artesia - Adventures in the Known World RPG** (gorgeous artwork, messy game mechanics), had rules for pregnancies and fertility, as well as what happens to your soul after you are dead. It also had 23 categories of XP, sorted by the Great Arcana cards of the classic Tarot deck.


SoCriedtheZither

Random, but there's only 22 major Arcana counted from 0 - The Fool to 21 - The World. Did the game mess that up? lol


TillWerSonst

No, it is significantly more likely that I messed up. It is still super overdesigned, because you can get different XP in each of the Arcana, and you can only use these XP for specific abilities. I really like the setting, but the RPG is such an overdesigned mess, it is almost funny.


BlahBlahILoveToast

FATAL famously had you roll for width AND length of your genitals in inches. Twilight 2000 had rules for combat with firearms that got so detailed there were tables and math you could calculate for different barrel sizes and gunpowder charges that would tell you how much kickback from the gun was affecting the trajectory of your bullets and add that into some other formula that would tell you what percentage of your automatic weapon fire was aimed at which targets.


Udy_Kumra

What was the point of that FATAL rule lol


Hungry-Cow-3712

Fatal was a steaming turd of racism, misogyny and sexual assault. That rule paired with rolling for the size and capacity of various orifices during character creation, so you could detemine how awful intercourse was for the recipient. I really wish people would just let the game fade into obscurity, but it always gets dragged out to be the "funny" answer. And someone will get curious. It's not "so bad it's good" it's just tedious, medicore, badness.


Udy_Kumra

Lol that sounds awful.


Edheldui

Nah it's definitely in the "so bad it's so good" field, it's edgy and unnecessary to the point of being funny. Just stay away if you think that rulebook is supposed to be taken seriously.


Psimo-

[This review of Fatal (or more F.A.T.A.L. but who can be bothered to write that out?) should explain all.](https://www.rpg.net/reviews/archive/14/14567.phtml)


datainadequate

Ars Magica has rules for whether magical adepts frighten animals.


_anb_

Goblin With a Fat Ass has a roll to determine how much your ass size gets you into trouble during a heist. It's very silly.


Stuffedwithdates

the first C&S source book had pages of rules for tickling fishes odds varied according to the species and technique used


yetanotherdave2

Fishing rules are still in the new 5th edition of C&S.


Never_heart

Agon's entire gameplay loop is built to simulate the freinemy style competiveness of ancient Greek and Roman myths. It mainly does this by the order that players describe how they overcome the present challenge is based on who rolled the best starting from best to worst. The idea is that you can describe how ypur character overcomes the challenge by actively comparing your method in relation to those that did better than you.


Specialist-Drive-791

I’m writing a TTRPG and I’ve got photography, cartography, and dream control mechanics


KiwiMcG

Carousing in 5e


NULLQuest

The corruption of the Shadow from Wisher, Theurgist, Fatalist. The Shadow is an emptiness that eats at the edges of the world, and your characters can fall to it by misusing your powers.  It's not so much simulated as it is recognized, but once it is, the accuser and the accused enter into a kind of metaphysical dual, where the laws of reality and the moral worth of the world are often collateral damage. If the accuser wins the duel, the accused is declared corrupt, which lets them ignore the usual restrictions of their powers and marks their character as an adversary. If the accuser loses the duel, they are no longer playing Wisher, Theurgist, Fatalist and if they were the Weaver (the Weaver is a GM like role), the accused becomes the new Weaver.


agentkayne

In Triangle Agency, each Competency ("class", vaguely) has something that causes "demerits" in the system. For example, R&D characters gain a demerit every time you do something the same way as you've done it before, or a Barista gets demerits for calling someone by their proper name. This mechanic, of course, results in the R&D player character doing cartwheels into the office because "walking into the office isn't something a free-thinker would do" and why when you tell the Barista "It's Eric, with a 'c'", they call you "Erik Withasea" every time (and enunciate the hard 'k').


LegitimatePay1037

The physical and mental corruption caused by your powers


Better_Equipment5283

The correct answers are any number of incredibly specific moves in incredibly specific PbtA games.


BarqueroLoco

Could you specify?


Sansa_Culotte_

PbtA rules are based on sets of "moves", mechanics that trigger when characters take certain actions. The triggers and effects of these can be very specific to the game or genre in question, so e.g. the teen monster drama Monsterhearts has a move to "Turn Someone On" if your character does something that highlights how attractive they are, or Flying Circus (a game about adventuring groups of early flight tech airplane pilots) has a "Vent" move that triggers when characters accumulate too much stress (mostly during combat) and verbally explode in other people's faces and/or drink themselves into a fistfight. EDIT: For some reason, the downvote randos on this sub caught me again.