In my gradual shift from huge roleplaying game tomes to
short-and-sweet mechanics I’ve come across a few very basic systems
that appeal to me. They might not have the depth of complexity many
other games offer – both simple and comprehensive – but they
provide a core task resolution system with potential for expansion
and an ease of adapting to various settings.
Since the dawn of roleplaying games in the 1970s gamers have
tended to take existing systems and modify them to reflect their
personal play style and expectations from the mechanics. Initially
this came from deficiencies gamers found in the earliest versions of
Dungeons & Dragons, classes, monsters, and other rules
they felt the original rulebooks lacked (as Jon Peterson
documents in Playing at the World). Wargamers had already been “modding”
rules for years, creating new scenarios and variants for their
favorite titles. The trend continued throughout roleplaying games’
further development. Some variations remained “house rules” among
small groups, while others found momentum and support to become
original games for publication. While I enjoy playing and
house-ruling games to reflect my own expectations for established
games, I find intuitive, basic core mechanics engage my urges toward
more simplified systems to adapt to appealing settings.
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Although the game systems that caught my eye recently have their
merits (as outlined below), this trend toward basic mechanics with
further adaptability isn’t new. S. John Ross accomplished this in
Risus: The Anything RPG way back in the 1990s with its system
of die pools assigned to broad (and often humorous) clichés; it
remains one of the most elegantly intuitive roleplaying game systems
with the potential to expand the core mechanic and ability to adapt
to any setting. The system works well in both group and solitaire
play, with the
free solo adventure Ring of Thieves masterfully
demonstrating the solo potential. The basic
Fighting Fantasy
system from the eponymous solitaire game books also provided a basic
framework with its Skill, Stamina, and Luck stats, each working in
their own way to determine attacks, absorb damage, and modify rolls.
(The
Sorcery! series also factored in a basic,
memorization-based spell system). The mechanics worked well for the
solitaire adventures, though the self-regulated combat often devolved
into back-and-forth die-rolling contests between the hero and
monsters. An ambitious gamer could easily adapt either system from
its original form and modify it for a deeper complexity and specific
setting (though
Risus remains solid on its own without much
system modification and encourages adaptability to any genre).