• snek_boi@lemmy.ml
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    16 hours ago

    In tabletop roleplaying games:

    • Some game features may sound awesome but aren’t really fun for me.
      • For example, “let’s try to model the skills of PCs in a granular way by giving them loads of skills”. This is how The Burning Wheel tries to model character skills. Sorry, Burning Wheel fans! I do like the intention, though. It’s just too much paperwork and cognitive load.
      • Another example is “let’s try to model the skills of NPCs in a granular way by giving them long stat-blocks". This is how DnD 5e does it. Sorry, 5e fans! Again, it’s just too much paperwork and cognitive load.

    What I learned from this is that games that are fun for me do not try to model the game world at a granular level. Instead, what really matters to me is choosing a game that consistently enables meaningful choice and is ergonomic.

    • As to GM technique, forget about planning plots and buying gimmicks. Instead, get good at creating interesting scenarios and making rulings. I learned this by reading The Alexandrian’s book on GMing.
      • snek_boi@lemmy.ml
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        17 hours ago

        Apocalypse World :)

        If the table (including myself) wants another setting, Cypher. If we want minimal crunch, Maze Rats.

        What about you?

        • Suck_on_my_Presence@lemmy.world
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          14 hours ago

          I’ve heard good things about cypher but I’ve never really heard of Apocalypse World. Sounds cool!

          I’ve been playing Pathfinder 2e, but I don’t play via pen and paper, so a lot of the annoying maths and granular things are automated via foundry, thank god

          • snek_boi@lemmy.ml
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            13 hours ago

            If you’re interested in Cypher or Apocalypse World, you’re in luck. Both are being updated as we speak and will be re-released this year!

            Apocalypse World changed my life, at least my TTRPG life. The GMing chapter alone is worth the whole book’s price.

            As to computers being in charge of crunch and granularity in TTRPGs, I’m glad that that’s possible. It makes crunchier games more accessible.

            Heck, maybe in the future there’ll be a TTRPG that requires software to make complicated calculations. It could enable complex game economies, economies of battle, of skills, of inventory… — economies that aren’t easy to manage with mental math.

            For now, I think I’ll stick to accessibility and simplicity. Still, I’m excited to see what kinds of great games people will come up with!