Monday, October 7, 2024
Rules Aren't Knots
Friday, January 5, 2024
Crunch Criteria
Every piece of crunch you add has a cost. A cost in how much brainpower it takes to learn, to teach, to remember, to use. The essential tradeoff is to make sure that crunch is able to add something really valuable to the game in spite of that cost. I try to only add crunch in the parts of the experience that I think have the most potential for interesting decision-making.
Thursday, August 31, 2023
The Least Interesting Type of Crunch
- D&D 5E has inspiration. Do a cool thing, DM gives you inspiration. Spend it to get free advantage to one die roll. Only 1 inspiration at a time, so you better use it.
- Fate has fate points. Everyone starts with a pool of fate points they can spend to either get +2 on a roll or to re-roll, whichever would be better. But to spend it, you need to invoke one of your traits and make it relevant to the fiction somehow.
- Paranoia: Red Clearance Edition has the Computer Dice. It's the one die you always get to roll in your dice pool no matter what, but gets weird if it rolls the computer symbol. You gotta erase a point of Moxie and see how Friend Computer intervenes, which could be helpful or harmful.
- Savage Worlds has the wild die, exploding dice, and bennies to spend for dice re-rolls. Do I have to explain all three? Go look it up.
- Blades in the Dark has the "devil's bargain," where the player can add an extra die to their dice pool in exchange for a narrative complication.
- Kult: Divinity Lost has relation inspiration. You have certain character relationships that are valuable to you. Then, whenever you can invoke the power of one of these relationships during a roll, you can get a bonus on it. Lifting a car to free someone underneath is difficult, but it's less difficult if the person is your own child.
- Lots of Free League games include the "push" mechanic. Take some damage for the chance to re-roll some dice.
- Troika! has an attribute called Luck. It's used in all sorts of places, usually just to see if things "go in your favor." But every time you test your luck, it lowers by 1 no matter what.
- Call of Cthulhu has both a spendable Luck stat and a "pushing the roll" mechanic, which cannot interact with each other!
- Every Star Wars RPG has had some kind of metacurrency. The 80's WEG one has "force points" The 00's WotC one has both "force points" and "destiny points." The 10's FFG one has "destiny points." All of these work differently. All of them are something you earn by being cool and you spend to make things work out better.
Monday, December 26, 2022
Not All Balance is the Same
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| Artist Credit: Wayne Reynolds |
So while you very likely have strong opinions about this word, it might be useful to take a closer look. In this article, I'm going to examine six ways that the word "balance" commonly comes up when discussing RPGs, and why it's important to recognize that they are indeed distinct.
As usual, I will mostly be making reference to ol' D&D as my primary example, but don't mistake that for meaning that this only carries relevance to D&D alone. All kinds of gaming philosophies might benefit from a little bit of thought about these six different meanings for the word "balance," even if there are some that you can safely dismiss. So yeah, balance matters to other crunchy games like GURPS and Lancer and Genesys-system stuff of course, but it can also come up in your rules-lite games, story games, FKR games, lyric games, and so on. If you want to design a Star Wars game and you aren't sure about how to handle the Force, or if you're going to be running a Call and/or Trail of Cthulhu and are crafting a mystery for your investigators, or you're making a random mutation table for a Mothership adventure you're writing, then there's likely something in this post that you should be thinking about. It just might never have occurred to you before because you're only ever thinking of one possible definition out of many.
Monday, May 10, 2021
Not All Crunch Is the Same
I am definitely guilty of this, in case anyone wants to call me out.
Look, there are lots of ways in which a game can be made complicated. Rules can play many roles. The devil is in the details. It is genuinely worth it to sometimes take a moment to look under the hood and see what kinds of rules are in the game before dismissing it.
Some games have lots of rules but they're fairly intuitive (once you know how spellcasting works in Ars Magica you can start using it quite naturally). Some games have relatively few rules but they are difficult to master. Some games have lots of rules but they're all built using the same core ingredients, so once you learn the "Rosetta Stone" mechanic then everything else falls into place (most universal systems rely on this, like Savage Worlds or FATE. I would argue D&D 5E does it pretty well. It's very "rulings over rules" friendly). Some games have a ton of rules that are all disconnected and are each a subsystem that you have to learn separately and it's a pain in the ass (sigh... Fantasy Craft).
However, I want to put the spotlight on very specific types of mechanics that, yes, are all more rules than you would ordinarily need if you were just running something like B/X D&D, but aren't necessarily all equal in how much they truly complicate or restrict the game.


