Tag: System

  • RPG Idea: Hard Road Ahead

    RPG Idea: Hard Road Ahead

    This entry is part 3 of 3 in the series Free Games

    Something I may never complete. Inspired to share this from my slush pile by my post about Ghibli-inspired games. Putting this out there for anyone else to finish, if they want. Fully open license, public domain. Use as you will.

    Hard Road Ahead

    Mysterious forest road at night with a solitary silhouette, creating a haunting atmosphere.

    A two-player micro-RPG inspired by the darker elements of Studio Ghibli.

    Overview

    One player takes the role of The Young Person, someone desperately striving to save a loved one who will die without their help. The other plays The World That Is, a callous, indifferent force that cares only for the endless cycles of life, death, and the laws of the universe. Together, you will tell a story of hardship, fleeting hope, and the cruel beauty of persistence.

    What You Need

    • 6-sided dice (d6), at least three.
    • Paper and pen for tracking progress.
    • A quiet space to reflect and tell your story.

    Setup

    1. The Young Person names their loved one and describes why they must save them. Define the relationship and what makes this bond vital.
    2. The World That Is describes the setting: is it a crumbling city, a storm-lashed forest, or a war-torn countryside? Frame the narrative tone.
    3. Both players collaboratively decide on the loved one’s three essential needs:
      • Medicine to treat or prevent sickness. What treatment do they need?
      • Food to stave off starvation. What kind of allergies and other food issues must you avoid?
      • Clothes to protect against deprivation. What is needed for the season, weather, and terrain?
    4. Draw two trackers:
      • Young Person’s Needs: Hunger, Exposure, and Exhaustion, each starting at 0.
      • Loved One’s Needs: Sickness, Starvation, and Deprivation, each starting at 0.

    How to Play

    The story unfolds across at least five quests that The Young Person must pass to gather the resources their loved one needs. Each quest is an encounter, framed by The World That Is, which presents as (roll a d6):

    • 1-2, A Social Trap: An overprotective guardian, a deceptive merchant, or others with conflicting goals.
    • 3-4, A Task: Delivering messages, retrieving a lost item, or fulfilling a troubling request.
    • 5-6, Internal Struggles: Phantoms or hallucinations of doubt and despair.

    For each quest, the conditions available in the quest may offer a chance to reduce negative conditions for the player and there are two possible outcomes:

    • Pass: The Young Person earns a vital item (Medicine, Food, or Clothes) and/or a step of relief for their own Needs.
    • Fail: The World That Is offers a deus ex machina escape at a steep cost: an increase of 1 in either Sickness, Starvation, or Deprivation for the loved one, as well as usually an increase of one of the young person’s Needs.

    Mechanics

    Set of white dice with black pips on a reflective black surface, showing various numbers.

    1. Encounter Timers: Each encounter is resolved in three rolls or less, symbolizing the limited time available. The timer reflects urgency, a collapsing bridge, approaching danger, or window of opportunity closing.
    2. Rolling for Progress: The Young Person rolls 1d6 per action. Actions must align with their described approach to the challenge. They may choose to accept 1 negative track for +2 dice. Once per encounter, you may also pick one of your loved one’s Needs and roll twice as many extra dice as the track is at. But if you take a cost (partial success or failure), it adds +1 to one of their other Needs tracks in addition to the young person’s. However, if you succeed, reduce the loved one’s Need used by 1. Possible results:
      • 6: Overwhelming success.
      • 4-5: Partial progress; the player may advance but at a cost, such as 1 Hunger, Exposure, or Exhaustion.
      • 1-3: Failure; no progress and +1 to one of the young person’s Need tracks.
    3. Tracking Needs: Needs can be alleviated to some degree by the encounters, such as eating at a strange festival to reduce Hunger or taking shelter with that witch for a while to reduce Exposure. When any of The Young Person’s Needs (Hunger, Exposure, or Exhaustion) reaches 5, they collapse, lost to the indifferent world. The game ends with tragedy, as they are discovered dying by their (probably also soon to perish) loved one.
    4. Loved One’s Condition: Failures during encounters add to the loved one’s Sickness, Starvation, or Deprivation. They cannot be alleviated under they are reached by the Young Person. However much Medicine, Food, and Clothing they have reduces Sickness, Starvation, and Deprivation that much. If the game ends with any higher than 1, or 1 in all, their future is ambiguous. 1 or 0 in all, except for all 1s, they go on to be well. When any of these reach 3, the loved one succumbs before The Young Person can reach them. The story ends in sorrow.
    5. Winning the Game: If The Young Person successfully passes at least five quests and delivers at least 1 Medicine, Food, or Clothes, they reach their loved one in time, saving them (at least for now) from death. Note the loved one’s condition to judge their epilogue. And the journey’s toll remains, leaving scars and questions about what was lost to succeed.

    Example Encounter

    The World That Is: “You step briefly inside a well-maintained old cottage and suddenly an old woman blocks your way. Her house is warm, filled with food, and she offers you shelter. But she insists you stay and never leave. Her smile is kind, but her grip on your arm is iron the moment you step anywhere near the doors or windows.”

    The Young Person: “At first I may have no choice, so I will rest a while and eat a bit to put her at ease.”

    The World That Is: “The old woman seems happy that you accept so easily. She presents course after course of food, then covers you with a blanket as you rest afterward in a deep comfortable chair, reducing both your Hunger and Exhaustion by 1.”

    The Young Person: “When she settles down herself, that is my chance. I will try to distract her by singing a lullaby to make her sleepy.”

    Successful Quest

    The young person rolls a 4, a partial success with a cost. The old woman’s eyes droop, but she shakes her head and her gaze remains fixed on them. They also take 1 Exhaustion as they sing a lullaby but resist the urge to sleep. Continuing to sing, they make a second roll. The old woman finally nods off, lulled to sleep by the soft melody. The Young Person gathers food and escapes, having some time while the woman sleeps so both reducing their Hunger by 1 and earning 1 Food for their loved one.

    Failed Quest

    The young person rolls a 2, a failure. The song is off-tune as the old woman eyes them suspiciously and remains perfectly alert as she sips her tea. The awkward tension is draining and adds +1 to Exhaustion.

    The Young Person: “I see this isn’t working. I’m going to try making increasingly bothersome requests to see if I can get her away long enough to slip out.”

    The young person groans as they roll a 3, another failure. They ask for different blankets, pillows, obscure snacks, and the whole lot of it but she never has to leave the room to accommodate the young person. The whole process is so tiring and adds another +1 to Exhaustion. Their Exhaustion is creeping very high and they decide to not risk any further action.

    The Young Person: “If I can, I’m going to accept that there is no escape for now and rest to recover a bit before the other shoe drops.”

    The World That Is: “You may remove one of those Exhaustions you gained. As you fitfully nap, you are rudely awakened being pushed out of the chair. The old woman is screaming at you about some request you made while half-asleep. As far as you can tell it was for some kind of cookie or snack, but she is taking it as a deadly insult. You are thrown out of the house in the middle of a storm, gaining 1 Exposure. Reflecting the plenty that you’re leaving behind, your loved one’s Starvation goes up by 1.”

    Themes of Reflection

    After each quest, The Young Person pauses for a moment of introspection. The player must describe what keeps them going despite the rising toll and stress, while The World That Is narrates how the environment reacts: indifferent stars, whispering winds, or the cold indifference of a collapsing society.

    Conclusion

    Hard Road Ahead is not about triumph or comfort but persistence against the odds. It captures the heartache, fleeting beauty, and relentless hardships that echo the darker undertones of Studio Ghibli’s masterpieces, while also mixing in non-traditional conflicts and whimsical encounters to reflect the other side of the inspiration. Will you make it in time, or will the world’s callousness win?

    Have you hacked this into a more complete game? Are you incorporating some of these ideas into your own game? Or have you even tried giving this raw/mini version a try? Please, shout at me on Bluesky about it. 

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  • Motif Approach to Conflict: Universal Hits & Conditions

    Motif Approach to Conflict: Universal Hits & Conditions

    This entry is part 2 of 3 in the series Motif Thoughts

    Universal Hits and Social Conflict in Motif

    three women posed artistically, close to each other

    One of the most fascinating and often surprising aspects of standard Motif builds is how the system blurs the lines between physical, emotional, mental, and social conflicts. In many TTRPGs, combat is the primary focus, with other interactions often relegated to the sidelines or handled as quick, simplified rolls. In Motif, however, every type of conflict carries equal weight. This opens up a wealth of creative possibilities, allowing players to approach encounters in diverse ways that feel impactful and narratively satisfying.

    Social conflict, in particular, is where Motif shines. Players accustomed to traditional systems might expect social challenges to play second fiddle to combat with simple single dice roll solutions or just roleplaying through it. But in Motif, your ability to talk, charm, or outwit someone can be just as effective(if not more so) than resorting to physical violence. Whether you’re trying to humiliate a rival, intimidate a witness, or confuse a foe, your social strategies can leave lasting impacts on the game world.

    How Universal Hits Work in Motif

    At the core of Motif’s flexibility is its Hits system, a universal mechanic that governs how characters accrue the consequences of conflict. A Hit is a Hit, whether it’s a Gunshot Wound or the sting of Embarrassment. Each Hit contributes to a Condition—a narrative marker of how a character has been affected. Physical injuries might result in Conditions like Wounded or Bruised, while social encounters can lead to Conditions like Humiliated, Confused, or Distracted.

    The beauty of this system is its simplicity and consistency. All forms of conflict are mechanically treated the same way, making the game feel cohesive and intuitive. Importantly, it doesn’t reduce the narrative weight of different types of interactions. A Gunshot Wound may take longer to recover from than Embarrassment, but both leave their marks. In this way, Motif encourages players to explore a full spectrum of tactics and strategies.

    Imagine you’re interrogating someone in a noir-inspired game. In many systems, you might have to choose between intimidating them physically or persuading them verbally. In Motif, you can do both, stacking up Conditions that reflect the cumulative effect of your efforts. You might start with a sharp threat, escalate to a shove, and then back them into a corner with a heartfelt plea. Every step of the process is supported by mechanics that enhance the drama and immersion of the scene.

    Social Conflict as a Tool for Creative Problem-Solving

    One of the most rewarding aspects of Motif is watching players use social strategies to creatively manipulate encounters. The system doesn’t just allow for social conflict, it actively encourages it. Players can stack Conditions like Reassured, Confused, or Distracted on their foes, using these to turn the tide of an encounter.

    For example:

    • A group of adventurers facing a suspicious guard might start by Distracting them with a clever lie, then Reassuring them with a kind word, and finally stacking on Confusion to gain a chance to slip past unnoticed.
    • During a heated negotiation, a charismatic character might target multiple opponents at once, layering Conditions like Afraid or Humiliated to undermine the group’s morale.

    In many Motif games, social conflict offers unique advantages. For one, it’s often easier to affect multiple targets with social strategies than with physical attacks. A well-timed speech or cutting remark can ripple through a crowd, creating opportunities for the players to exploit. Social Conditions can also be used to shift the narrative, sowing chaos, building trust, or exposing vulnerabilities in ways that combat alone cannot achieve.

    Why This Approach Works

    Motif’s universal Hits system is more than just a clever design choice, it’s a powerful storytelling tool. By treating all forms of conflict equally, the system encourages players to approach situations creatively, leaning into their characters’ unique strengths. This results in a more cinematic and genre-emulating experience, where every interaction carries weight and every decision shapes the story.

    In a noir setting, for instance, a hard-boiled detective might combine sharp words and rough handling to extract the truth from a suspect. In a cyberpunk world, a hacker might shut down an enemy with psychological warfare and razor-sharp wit. These moments feel authentic and impactful because the mechanics reflect the narrative stakes. They reward players for thinking outside the box and emphasize that how you approach an encounter is just as important as its outcome.

    Building on This Design Philosophy

    Motif’s universal Hits system is just one example of how thoughtful mechanics can elevate a game. It demonstrates the value of simplicity and consistency in design, creating a framework that is both accessible and rich with possibilities. By focusing on core principles (like treating all forms of conflict equally) Motif empowers players and GMs to tell stories that feel dynamic, engaging, and true to their genre.

    For game designers, Motif is a compelling case study in how mechanics can shape player behavior and enhance narrative depth. It’s a reminder that rules don’t need to be complicated to be effective. Instead, it’s about creating tools that inspire creativity, encourage experimentation, and support the story you want to tell.

    So, what’s your favorite thing about the games you design? Is it the unexpected strategies that emerge in play, the clever ways players exploit your systems, or the moments of storytelling magic that your mechanics make possible? For me, it’s the joy of seeing players discover how deeply Motif empowers them to shape their stories, whether through social intrigue, physical conflict, or something in between.

    If you haven’t tried Motif yet, now is the perfect time to dive into the Motif SRD or the full Motif Story Engine. Whether you’re a player or a designer, you’re bound to find inspiration in its elegant mechanics and storytelling potential. Feel free to share your thoughts, insights, or favorite design philosophies. Let’s keep the conversation going. You can always find us on Bluesky to chat more.

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  • Genre Emulation and Buy-In in TTRPGs

    Genre Emulation and Buy-In in TTRPGs

    This entry is part 3 of 5 in the series RPG Theory

    Suspension of Disbelief and Buy-In as Core Elements

    A group of diverse colleagues joins hands in teamwork, symbolizing unity and collaboration.

    Tabletop roleplaying games (TTRPGs) thrive on a delicate balance of imagination, mechanics, and collaboration. Suspension of disbelief and buy-in are foundational to this balance, but they’re often treated as secondary considerations, in contrast to how films, literature, and other art forms intuitively incorporate them. By recognizing their importance and treating them as explicit design elements, TTRPGs can more effectively immerse players in their worlds.

    Over the years, the hobby has made great strides in genre emulation, yet much of it still leans toward high-level abstraction or meta-thinking. This can create a gap between the broader narrative tools provided and the grounded, intuitive moments that draw players into the story. Other art forms frequently operate on an instinctual level, drawing audiences in before deeper analysis takes over. By embracing these “low-level” approaches alongside the high-level, TTRPGs can foster richer and more immediate player experiences.

    Shared Creative Agreement

    Suspension of disbelief and buy-in form the mutual creative agreement between players that allows a game to come alive. They enable everyone at the table to accept the game’s internal logic, even when mechanics momentarily interrupt the narrative flow. This interplay mirrors other art forms: just as audiences accept a musical breaking into song or a fantasy novel’s improbable magic system, TTRPG players embrace dice rolls and abstract mechanics as long as they fit the narrative’s framework.

    For instance, rolling to pick a lock might seem mechanical, but a well-framed description (sweat on the character’s brow, the subtle click of tumblers) transforms it into a cinematic moment. When designers and players consciously weave these framing elements into their games, the abstractions feel purposeful, even immersive. This mutual understanding strengthens collaborative storytelling, creating a more cohesive and rewarding experience for everyone at the table.

    Embracing Genre Buy-In in the Arts

    Storytelling in literature and film offers a wealth of inspiration for TTRPGs. In novels, genre is often signaled through tone and setting, shaping readers’ expectations without explicit instruction. A locked-room mystery instantly primes readers for clues and twists, while a dystopian sci-fi world immerses them in its bleak futurism through evocative details.

    Film, too, thrives on intuitive genre signaling. A horror movie doesn’t need to explain that a dark, creaking house is dangerous; eerie music and shadowy corridors do the work. These subtle cues prompt audiences to lean into the experience, aligning their expectations with the narrative’s internal logic.

    TTRPGs can harness these same principles. For example, a cyberpunk game might include neon-lit imagery, mechanics for hacking, and slang-filled prompts to immerse players in its gritty, high-tech world. At the table, GMs and players contribute by narrating in ways that align with the genre’s tone, whether it’s the desperate stakes of noir or the swashbuckling camaraderie of heroic fantasy. By consciously embedding genre elements into both design and play, TTRPGs can create intuitive, immersive experiences that rival their literary and cinematic counterparts.

    High-Level and Low-Level Approaches in Genre Emulation

    One of the greatest challenges in TTRPG design is balancing abstract, high-level tools with the immediate, visceral impact of low-level mechanics. High-level systems, like those found in Fate or Apocalypse World, offer broad frameworks for emulating genre. These systems encourage players to interpret moves or outcomes based on the story’s context, trusting their genre familiarity to shape the experience.

    In contrast, low-level mechanics embed genre directly into gameplay. Horror games excel at this: Call of Cthulhu’s sanity meter creates a creeping sense of dread, while Dread’s Jenga tower delivers tangible, escalating tension. These mechanics require little explanation. They work instinctively, aligning players with the game’s emotional core. Striking the right balance between these approaches allows for both flexibility and immersion, catering to new players and veterans alike.

    The Power of Framing

    Framing is the linchpin that binds a TTRPG’s mechanics, narrative, and player buy-in. How a game presents its rules, themes, and world shapes the lens through which players engage. Consider Blades in the Dark: its mechanics for resource management mirror the desperation of its criminal protagonists, encouraging players to think like their characters. This alignment of narrative and mechanics ensures that even gamey elements feel thematically grounded.

    Session zero is another powerful tool for framing. By collaboratively establishing boundaries, themes, and expectations, players create a shared understanding of the game’s tone. This collective agreement not only builds trust but also primes players for immersion, ensuring that their suspension of disbelief aligns with the game’s intended experience.

    Good framing also acknowledges potential dissonance. A game with heavy themes but overly simplistic mechanics risks breaking immersion unless it explicitly addresses the gap. Thoughtful design that integrates mechanics into storytelling can mitigate these risks, creating a cohesive, harmonious experience that keeps players engaged.

    Toward More Immersive and Reflective Design

    TTRPGs have only begun to scratch the surface of what’s possible with genre emulation and immersion. By explicitly designing for suspension of disbelief and buy-in, games can better align mechanics and narrative, reducing the need for meta-thinking and encouraging deeper engagement. Emphasizing intuitive, genre-informed mechanics and strong framing practices can elevate the medium, making it more accessible and resonant.

    What do you think? Are suspension of disbelief and buy-in given enough attention in TTRPGs? Come yell at us on Bluesky about it!

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  • Getting in the (Dice) Swing of Things

    Getting in the (Dice) Swing of Things

    This entry is part 3 of 3 in the series Motif Thoughts

    On Swingy Dice: The Design of Motif

    Dynamic illustration of Newton's Cradle showing motion and reflection concepts in physics.

    Dice systems play a key role in shaping the dynamics of tabletop RPGs. They not only determine the mechanics of success or failure but also create the emotional backbone of tension, excitement, and consequence in gameplay. In Motif, swingy dice (those that produce wide variations in outcomes) are a deliberate feature that enhances the game both as an oracle and a game engine. Let’s dive into why this choice is central to Motif’s design and how it contributes to the overall experience.

    Why Swingy Dice?

    Motif is meant to be swingy despite being 2d6/3d6. Because each die is counted individually, so they’re swingy. This swinginess creates excitement and uncertainty, a perfect fit for an oracle system. Here’s why:

    • Small Range, High Impact
      The dice in Motif (d6) stay within a small range, reducing the risk of extreme streaks. The range is small (limiting/mitigating streaks) and it’s an answer oracle, so you want it weighted random. This limitation prevents outcomes from becoming overwhelming while still allowing for significant swings that can drive the narrative forward.

      • The combination of small numerical values (1-6) and independent rolls means that variability remains dynamic yet manageable, unlike systems with broader ranges like d20. This balance ensures that the game’s mechanics feel lively without derailing play.
    • Individual Randomness
      Because each die is counted individually, each one represents a unique factor or aspect of the answer. With each die being swingy, this creates a complex random pattern of answers. The outcome isn’t a smooth progression but rather a series of varied shifts, where each die’s result contributes to the overall response in unpredictable and dynamic ways.

      • In practical terms, this design choice mirrors the chaos of real-life decision-making, where multiple variables can pull in different directions. This keeps players engaged and reactive, adapting to each roll as the narrative unfolds.
    • Impactful Modifiers
      The small scale makes simple +/-1 and 2 modifiers meaningful. The small range of the dice ensures that even small shifts in modifiers can dramatically influence the outcome, keeping the stakes high and the decisions weighty.

      • This contrasts with systems like d20, where a +1 modifier might have a subtler impact, or percentile systems, where slight adjustments can feel almost negligible. In Motif, every modifier directly affects the narrative’s momentum, making every choice resonate more strongly with players.

    Distribution and Narrative Impact

    Dice distributions directly shape the flow and tone of a narrative by controlling how predictable outcomes are and where results tend to cluster. Swingy systems, such as Motif, create a wide range of outcomes that amplify uncertainty and tension, whereas bell-curved systems lean toward predictability and realism.

    For example, the Motif system’s use of individual d6 results means every roll offers a spread of possibilities, contributing to a dynamic and fluid narrative structure. Each roll feels less like a calculation and more like a narrative catalyst. In contrast, systems like 3d6 summed create a bell curve, where middle-range results dominate. This design favors games where outcomes need to reflect consistent skill levels or controlled probabilities, such as simulationist RPGs.

    Tension and Stakes in Dice Systems

    One of the most critical elements of a dice system is its ability to manage player tension and stakes. Swingy dice systems like Motif excel in this area by creating outcomes that are unpredictable yet significant. Players can never fully anticipate results, keeping the stakes high and the narrative alive.

    Modifiers interact differently across dice systems and can drastically alter tension. In Motif, where small changes to a d6’s outcome have a profound impact, a +1 modifier could entirely shift the narrative’s direction. In bell-curved systems or large scale die systems (like d20), modifiers often produce more subtle shifts, with their impact most pronounced at the extreme ends of the probability curve.

    Dice pools, like those found in systems such as Blades in the Dark, emphasize the number of successes over individual rolls, creating another form of tension. Adding a single die to a pool can significantly improve odds, making even small adjustments feel meaningful. These systems, however, trade the swinginess of individual rolls for the aggregated predictability of multiple dice.

    Embracing Uncertainty

    While great for detailed mechanical gameplay and reliability, bell curved systems can lack the dramatic unpredictability that swingy dice provide. In Motif, the swinginess serves to amplify the storytelling aspect, ensuring that every roll feels significant and emotionally charged. This approach captures the chaotic and improvisational spirit central to the approach’s design.

    The uncertainty and excitement are great. Swingy dice encourage unpredictable outcomes, which create tension and drama. Unlike bell-curved dice systems, which tend to cluster results around the average, Motif’s dice allow for more variance, giving every roll a feeling of consequence and unpredictability.

    Ultimately, each approach tailors the level of tension and the stakes players experience. Swingy systems like Motif excel at delivering dramatic highs and lows, while bell-curved systems smooth out the experience, favoring consistency over chaos.

    Reflect on Your Dice System

    Take some time to think about your chosen dice system. Is it swingy? Bell curved? What is the range like? How do the modifiers interact with the odds? What is the general feel? These questions are key when designing or choosing a dice system, as each system influences the tone and pacing of the game. Consider these examples:

    • Bell Curves (3d6 Summed or Dice Pools)
      Bell curves produce more predictable outcomes, ideal for games focused on consistency or skill-based challenges. They reduce uncertainty but sometimes may not generate the same high tension. This makes them excellent for simulating realistic systems where skill or practice governs success.
    • Percentile Systems (d100)
      Percentile systems offer high precision, which is perfect for games where exact outcomes matter. % systems are great for high-stakes or high-tension games where that exacting, unforgiving vibe works. While these systems can feel cold or overly mechanical, they shine in contexts where specificity is vital.
    • Swingy Dice (Motif or d20)
      Swingy dice systems like Motif fuel tension and surprise. With unpredictable results, every roll feels consequential, and players are always kept on edge. The resulting emotional intensity complements games emphasizing improvisation and narrative twists.

    Final Thoughts

    Motif’s use of swingy dice enhances the game’s unpredictability, creating excitement and meaningful choices in a compact system. Whether you’re designing your own game or playing with others, understanding how dice mechanics affect the overall experience is crucial. Are your dice systems swingy or predictable? How do they affect the tension and stakes of your game? By reflecting on these factors, you can better align your mechanics with the experience you want to deliver.

    What’s your take on swingy dice? Share your thoughts and let’s discuss how different dice systems shape gameplay! Shout at us over on Bluesky.

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  • TTRPG Mechanics Model: Granularity, Modularity, Connectivity, Fidelity

    TTRPG Mechanics Model: Granularity, Modularity, Connectivity, Fidelity

    This entry is part 4 of 5 in the series RPG Theory

    Understanding TTRPG Design Through Four Overlapping Scales

    Chess pieces balanced on a scale depicting equality or strategy in decision making.
    When discussing tabletop RPGs, terms like “crunch” or “narrative focus” frequently arise. While useful, these discussions can become muddled, lacking a structured way to examine what makes each game unique. To frame this conversation, we can use a model of four overlapping scales: granularity, modularity, connectivity, and fidelity. Each of these represents a distinct axis of design, shaping how we experience and engage with games.

    Let’s break down each scale and explore how they influence play.

    1. Granularity (aka “Crunch”)

    Granularity measures how detailed a game’s mechanics are. High-granularity systems, like GURPS or Pathfinder, offer intricate rules that cover a broad array of situations, from combat maneuvers to nuanced skill checks. On the other hand, low-granularity games like FATE or Lasers & Feelings simplify mechanics, focusing on streamlined gameplay. The level of granularity directly impacts pacing and player focus, influencing whether the experience feels like a tactical simulation or an improvisational story.

    • High granularity: Provides clarity and structure but often slows down play with extensive rules. These systems excel when precision and fairness are crucial, such as in detailed simulations or competitive campaigns.
    • Low granularity: Prioritizes narrative flow and accessibility, sacrificing precision for speed and creativity. Minimalist rules can empower players to improvise and lean into storytelling.

    Granularity’s importance depends on player preferences. High granularity caters to those who enjoy mastering detailed mechanics or exploring tactical depth. Conversely, players seeking fast-paced, story-driven sessions might prefer the flexibility of low-granularity systems.

    The interaction between granularity and other scales is key. For example, high granularity often pairs well with high fidelity when realism is a goal, as in games like Call of Cthulhu. However, it might clash with high connectivity when detailed mechanics interfere with narrative immersion.

    2. Modularity

    Modularity examines whether a game’s mechanics can function independently or integrate additional subsystems without disrupting the core rules. While modular games excel in flexibility and customizability, tightly integrated systems maintain consistency and reinforce their themes.

    • High modularity: Games like Dungeons & Dragons thrive here, allowing the addition of feats, crafting systems, or optional rules without breaking the foundation. This adaptability has enabled D&D’s long-lasting popularity and its ability to support various playstyles and genres.
    • Low modularity: Systems like Blades in the Dark or Apocalypse World have tightly integrated mechanics that are harder to separate or tweak without losing the intended experience. These games rely on focused systems that ensure every rule reinforces the theme.

    High modularity supports flexibility and customization, enabling GMs and players to tailor the experience to their preferences. This is especially valuable in long-running campaigns or for groups with specific narrative or mechanical interests. In contrast, low modularity ensures a unified play experience where every rule contributes to the game’s thematic and narrative goals.

    For example, a modular game like GURPS allows players to create entirely new genres or settings, while a low-modularity game like Blades in the Dark deeply intertwines its heist mechanics with its narrative, making it harder to adapt without losing its essence.

    3. Connectivity

    Connectivity refers to how closely the game’s mechanics link to its setting or story. High connectivity fosters immersion, embedding players deeply in the game world. However, low connectivity can allow the same system to support wildly different stories.

    • High connectivity: Games like Apocalypse World tie their mechanics directly to narrative beats and thematic elements. Moves in these systems feel intrinsically tied to the world and its flavor, creating a strong sense of immersion.
    • Low connectivity: Systems like Savage Worlds or GURPS use universal mechanics designed to adapt across genres, settings, or styles. Their flexibility allows for a wide variety of stories but can result in a less immersive experience.

    Mechanics in high connectivity games are designed to evoke the tone, mood, and flavor of the setting. Conversely, low-connectivity systems prioritize flexibility, enabling creators to use the same mechanics across multiple genres and settings.

    An excellent example of high connectivity is Call of Cthulhu, where the Sanity system deeply reflects its themes of cosmic horror. In contrast, Savage Worlds or GURPS offers flexibility, allowing players to jump from pulp adventure to hard science fiction without needing entirely new rules.

    Call of Cthulhu and Pendragon (also from Chaosium) also reflect an interesting intersection: low connectivity systems can be developed into high connectivity games. BRP is a generic roleplaying system that both use. However, their implementations are high connectivity with the way Sanity is integrated in CoC and the way morality is directly tied into the mechanics for Pendragon.

    4. Fidelity

    Fidelity measures how well a game’s rules express its core genre or themes. High fidelity creates genre-rich experiences but may alienate those unfamiliar with its style. Low fidelity broadens accessibility, making it easier to approach but sometimes losing specific thematic weight.

    • High fidelity: A game like Call of Cthulhu uses its Sanity mechanics to evoke the horror of cosmic dread, weaving the theme into every aspect of play.
    • Low fidelity: Systems with generic mechanics, such as FATE, prioritize versatility over thematic depth. While these games can be tailored to fit many genres, they may not evoke specific moods as strongly as high-fidelity systems.

    High fidelity creates genre-rich experiences but may alienate those unfamiliar with its style or unwilling to embrace its thematic focus. Low fidelity broadens accessibility, allowing games to be more flexible and replayable across genres.

    The impact of fidelity on play can be profound. A high-fidelity game like Cthulhu Dark leverages simplicity to heighten its horror themes, while a low-fidelity system like FATE allows players to create settings and genres tailored to their specific desires, at the expense of specific thematic resonance.

    Clarity: Distinguishing Connectivity and Fidelity

    Connectivity and fidelity are closely related with some overlap, but are nevertheless distinct aspects of TTRPG design. Connectivity is focused on how mechanics push the narrative forward, how they shape and influence the story. Games with high connectivity, like Apocalypse World, have mechanics that tie directly to the development of the story and its characters, driving the narrative momentum.

    Fidelity, however, is about how well a game’s mechanics represent its core genre or theme. High-fidelity games, such as Blades in the Dark, reinforce the setting’s dark, gritty nature through mechanics like stress and trauma, which emphasize the risks and emotional weight of the game’s actions. Morality and corruption mechanics are also often high fidelity, but also quite often only drive the narrative forward by their interpreted consequences and future play rather than a direct high connectivity narrative mechanic (Vampire: The Masquerade presents a good example).

    Fidelity isn’t just about advancing the story; it’s about enhancing the mood and emotional engagement with the genre or game concept itself. The key difference is that while connectivity is about narrative flow and how the mechanics influence the direction of the story, fidelity is about how deeply the mechanics immerse players in the themes and atmosphere of the setting.

    Why These Scales Matter

    Each game balances these scales differently, creating unique experiences for players and GMs. For example:

    • A gritty cyberpunk game might lean heavily into high granularity, high connectivity, and high fidelity to emphasize its dystopian tone.
    • A pulpy adventure game might favor modularity and low granularity for fast-paced, action-packed play.

    Games that deliberately subvert these scales often create surprising or innovative experiences. For instance:

    • A modular, low-fidelity system like early D&D used in a thematic setting like Dragonlance.
    • A rules-lite, high-fidelity system like Cthulhu Dark, where simplicity reinforces the core horror theme.

    By recognizing how these scales interact, designers and players can make intentional choices that suit their desired play experience. Balancing granularity, modularity, connectivity, and fidelity allows for rich, varied TTRPG experiences that cater to diverse preferences and playstyles.

    What do you think about this model? How do you see these factors? Poke us on Bluesky and let us know!

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  • Dice Modes: Simulation, Narrative, Oracles

    Dice Modes: Simulation, Narrative, Oracles

    This entry is part 6 of 5 in the series RPG Theory

    Dice in TTRPGs: Tools That Shape Play

    A close-up of a hand tossing several dice against a dark background, symbolizing chance and luck.

    Dice in tabletop RPGs are more than mere randomizers. They set the tone of gameplay, define the rules of engagement, and guide storytelling. Whether you’re leveraging dice as narrative levers, world simulation tools, or answer oracles, each approach uniquely impacts the experience at your table. Beyond just mechanics, dice become an active participant in shaping the stories we tell and the worlds we explore.

    Each approach, while interconnected, emphasizes a different aspect of play. Narrative levers prioritize storytelling momentum and player involvement. World simulation tools ground the game in consistency and logical outcomes. Answer oracles spark creativity and open-ended interpretation. By understanding these approaches, we gain insight into how dice influence not just outcomes but the tone and texture of a game. Let’s delve into each category to explore their unique qualities and the nuances that set them apart.

    Dice as Narrative Levers: The Heartbeat of Storytelling

    In games like Powered by the Apocalypse (PbtA) and Blades in the Dark, dice results create pivotal story beats. The rolls don’t just resolve actions—they shape how the narrative unfolds. Success and failure aren’t binary; instead, they add layers of complexity:

    • Rolling a “10+” in PbtA might mean unambiguous success, moving the story toward player goals.
    • A “7-9” adds drama, introducing complications or choices that deepen the story.
    • A failure invites the GM to twist the plot, often in unexpected and exciting ways.

    This approach makes dice feel like they’re alive, co-authoring a tale alongside the players. Every roll becomes an opportunity for narrative twists, making these systems excellent for collaborative storytelling. These mechanics reinforce player agency while embedding unpredictability into the tale.

    Adding extra emphasis, games in this category blur the lines between player and GM roles, often encouraging co-authorship of the story’s direction. By doing so, they offer a sense of shared ownership that enhances player engagement and emotional investment.

    Narrative levers are distinct in how they ensure the dice directly propel the story forward. Unlike world simulation, which often focuses on fidelity to the setting, narrative levers prioritize drama, pacing, and the interplay of character motivations. The emergent narrative becomes not just a backdrop but the driving force of the game.

    Dice as World Simulators: Grounding in Reality

    Dice as simulation tools shine in games like Dungeons & Dragons or GURPS. Here, rolls replicate the logical and physical rules of the game world. They determine whether actions succeed or fail based on character abilities and environmental challenges:

    • Attack rolls simulate combat uncertainty.
    • Skill checks reflect the balance between player expertise and task difficulty.

    This method offers predictability within the rules of the game world, creating a grounded sense of immersion. While the outcomes might seem less narrative-focused, they provide a structure that players can depend on, fostering strategic planning and investment in their characters’ capabilities. By anchoring the story in a consistent system, simulationist mechanics lend credibility to the world.

    Furthermore, this predictability creates opportunities for player growth. Mastering mechanics like attack rolls or saving throws offers a sense of achievement, which appeals to gamers who thrive on measurable progress and tactical depth.

    What sets simulation apart is its focus on fidelity to the game’s logic and world-building. Unlike narrative levers that prioritize story momentum, simulation emphasizes realism and consistency. This approach draws players who enjoy solving problems within a defined framework, creating a satisfying sense of coherence and strategy.

    Dice as Answer Oracles: Co-Creators of Story

    Solo RPGs and GM-lite systems like Ironsworn or the Motif Story Engine elevate dice to a different role: answering questions instead of resolving tasks. These “oracles” inject creativity, surprise, and collaboration into gameplay. For example:

    • Prompt: Is the forest safe?
    • Roll: Yes, but…
    • Interpretation: The forest is free of predators, but its twisting paths make navigation dangerous.

    Oracles provide flexible prompts, encouraging players to interpret results and weave them into the narrative. This method is ideal for emergent storytelling, where the dice guide discovery rather than dictate outcomes. It fosters a sense of collaborative play (even for solo players!) by turning the mechanics into a creative partner.

    An added benefit is the ability to surprise even the GM or solo player. By delegating narrative twists to the dice, oracles enhance replayability and maintain freshness during longer campaigns.

    What distinguishes oracles is their open-endedness and reliance on interpretation. While narrative levers and simulation mechanics provide more structured paths, oracles thrive in ambiguity, making them ideal for discovery and emergent storytelling.

    Exploring a Cave Through Different Dice Styles

    Let’s illustrate how these approaches differ with a single scenario: exploring a cave.

    • Narrative Lever: Roll to find out what happens next in the story. Success moves the group closer to their goal; failure introduces an unexpected challenge, such as a hidden trap.
    • World Simulation: Roll to check perception. If the player fails, they miss a clue, leaving the cave’s mysteries unsolved until they retry or investigate further.
    • Answer Oracle: Ask, “Is there something unusual here?” and roll for an open-ended response. “Yes, but it’s buried beneath debris. Clearing it will take time and caution.”

    Each approach brings a distinct flavor to gameplay, catering to different player preferences and storytelling styles. Exploring a cave isn’t just a scenario; it’s an opportunity to reveal the game’s core philosophy. Whether the dice drive collaborative storytelling, simulate a living world, or spark creativity through open-ended interpretation, they help define the experience for both the players and the GM.

    Oracles Can Work in Group Play

    Though often associated with solo RPGs, oracle mechanics are incredibly versatile for group play. By asking open-ended questions and interpreting the dice results together, groups can collaboratively build their world and narrative. This approach not only democratizes storytelling but also encourages players to invest more in the game’s direction.

    GMs, too, can benefit from oracles, as they provide a framework to improvise without extensive preparation. By embracing ambiguity, groups can create dynamic and surprising stories that feel fresh and organic. This adaptability ensures oracles remain a valuable tool for a variety of play styles, from tightly structured campaigns to looser, experimental ones.

    What’s Your Dice Philosophy?

    The beauty of tabletop RPGs lies in their versatility. Each approach to dice mechanics reflects a unique philosophy, enhancing different aspects of play. Whether you prefer the dramatic beats of narrative levers, the immersive logic of simulation tools, or the creative flexibility of oracles, the choice shapes the kind of stories you tell.

    Maybe you mix and match these methods, blending systems to fit the mood and needs of your game. Or perhaps you’re experimenting with a completely new approach. Whatever your preference, the ways we roll dice are as diverse as the players at the table.

    Share your perspective with us on Bluesky. Let’s continue the conversation and explore how the smallest tools, our dice, become the heart of the stories we love.

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