And game systems are basically 'rule bundles' that create a similar experience across multiple games like... Savage Worlds Basic Roleplaying D20 D6 OSR Storyteller Silhouette Powered by Apocalypse Forged in the Dark GURPS
Ah. I think "genre" is a bit misleading here, but the groups you mention exist as well. Styles of play offer loose groupings like... Power Fantasy Sandbox Hex Crawl Investigation
Such as... - A ghost is upset because a grave robber stole an artifact from their tomb. (introduce ghosts, artifacts, investigation, combat) - An Immaculate Monk is persuading folks that Sijan is heresy against the Order. (introduce Immaculate Order, Charms, Anima, social combat) Ideas welcome!
For real though. And layout/design is my least favorite. 😭
Dice Pools - bell curves are infinitely preferable (for me) to represent skill, Difficulty, etc Engagement Rolls - Forged in the Dark games really shook shit up for explicitly pointing out that playing (the heist) is always more fun than talking about playing (planning the heist)
Is there any reason to roll for stats *other than* trying to discover a character? And this is highly game dependent. Some rpgs don't punish stat placement. At all. Something like Lasers and Feelings being the prime example. johnharper.itch.io/lasers-feeli...
One page, one-shot, easily hackable rpg
When parsing a new #TTRPG system I check two things first: 1) core mechanic 2) character sheet Character Sheets theoretically list all a player needs while playing the game and summaries for player inputs and outputs. e.g. "Corruptions" on this sheet immediately has my interest