Wednesday, December 4, 2024

31 Questions For Barking Alien - Question 4

Here's one from my pal Andy, who actually sent me a few quite interesting inquiries. You all might know Andrew from his 31 Days/31 Characters entry, The Hyborian

Question #4 from Andrew F. Rodriguez

Where does the content provided from an official TTRPG (setting, story, game mechanics) begin and where does it end at the gaming table?




I am going to interpret this question as follows: 'At what point do you start to add to or divert from the official 'canon' and rules-as-written of a game that has its own established setting [and of course mechanics]. 

A funny thing about [tabletop roleplaying] games...I've often said that most are terribly overwritten. In an attempt to cover any and all actions a Player Character might take or situations they might find themelves in, a ton of extra rules and subsystems are added in, often turning a relatively workable system into a bloated mess. 

At the same time - and this is key - TRPGs, regardless of how choked with mechanics a game is, they NEVER cover everything that can and will happen in your campaign. It is literally impossible, since a virtually infinite number of possible actions and reactions is the very nature of roleplaying games. 

To me, the best RPGs have a base mechanic and everything you want to do is essentially figured out the same way. Want to rewire a hostile robot to be your ally? Roll a pool of D6s and beat a Difficulty. Want to convince the Maitre d' you were invited to the fancy shindig? Roll a pool of D6s and beat a Difficulty. Trying to slash a monster with your sword? You get the picture.

Once a default Judgement system is established, all the game needs to do is say, 'If you come up against something and you don't know how to adjudicate it...use the base mechanic in a way that makes sense.' Game Designers of the world, I just saved you a hundred plus pages and a crap ton of money in printing costs. You're welcome.

So, back to the question and how what I'm talking about relates...

Depending on the game, you're either going to get everything that could possibly happen in the setting or a general idea of how to run a game in 'this type of genre'. Some TRPGs are Shadowrun, some are mechanics for running a Cyberpunk game with Magical Elements. These two things are not the same. Battletech/Mechwarrior if a very different beast from Mekton. 

As a general rule, the 'official game' ends when and where you reach a point where the players or the GM want to do something with the story, setting, or mechanics not covered by the established parameters given by the game. For some games that can take a while since the corebook and supplements have crossed all the t's and dotted at the i's for you. For others, that can kick in right from the start since that's the whole point. The latter type of game is basically telling you, 'Add to this. Modify it. Please! That's what its for.'.

Speaking for myself, I usually prefer that latter kind of game. Unless you're creating a franchise/IP TRPG - I'd have to discuss that subject a bit differently - I'd rather you give me a straight forward, all encompassing rule mechanic, and the base components that make the game an RPG about X. Let me begin making my own stuff right off the bat. 

Incidentally, one of the things that always bothered me about D&D in my early days in the hobby was how the game gave you Classes, Monsters, Spells, etc., but not rules/mechanics for creating those things yourself.

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Barking Alien





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