Top 3 RPG Mechanics

The Good Friends of Jackson Elias - A podcast by Paul Fricker, Matthew Sanderson and Scott Dorward - Tuesdays

We’re back and we’re strapping some of our favourite RPGs to the dissection table and cutting deep into them to understand why they appeal so much. You always hurt the ones you love. And who knew that a gamebook could scream like that? Matt may be cruel to his dice sometimes but not even he goes this far. Main Topic: Top 3 RPG Mechanics It has been far too long since we last did a Top 3 episode. They were a mainstay of the podcast in our early days but the format slipped quietly out of use. It felt like time to dig it out of storage and check that it still fits. Just like a favourite old coat… We each choose three of our favourite individual game mechanics from some very different RPGs, explaining how they work and why they appeal to us so. There is a fair bit of variety, taking in games published between the early ’80s and the present day. Some may give you ideas for things you can borrow for your own games. RPG designers are always feeding on what has gone before like a pack of dice-wielding ghouls. Our Choices Look away now if you don’t want to know our choices before listening to the episode. Paul * Death saving throws from D&D 5th edition * Darkest Self from Monsterhearts * Fallout from Dogs in the Vineyard Scott * The conflict resolution mechanic from Archipelago III * Trust from The Mountain Witch * Variable Power Pools from the Champions III supplement for Champions Matt * The Huckster from Deadlands * Destiny Cards from Heaven & Earth and the random Mak Attax Special Order effects from the Break Today supplement for Unknown Armies * The roll-and-keep system from Seventh Sea Other Links Some other things we mention in the episode include: * Itras By * Cold City * DOGS * Ars Magica * Brave New World News The Blasphemous Tome 4 1/2 Issue 4 1/2 of

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