System grab-bags:Main page
Introduction
At some point, I got the idea of making a list of all kinds of game mechanics used in different games. This way, system designers looking for an inspiration could always browse it through to see if it caused them to come up with anything good. Also, neat mechanics used in obscure games could spread faster and not just be confined to a single game.
Click on the category links below for more detailed descriptions of the mechanic in question. (To do: mark in bold the mechanics for which a description is available.)
The mechanics are also available in a single, neatly formatted file. http://www.xuenay.net/Rope/Grab-bag.pdf has the short version, which lists all kinds of different mechanics but doesn't say anything about what they mean. For somebody just looking for inspiration, that alone may be sufficient. http://www.xuenay.net/Rope/Grab-bag_long.pdf also contains the detailed descriptions, where they exist. These files are recent as of 5 April 2009.
The initial organization of this list is somewhat ad-hoc and arbitrary - if anyone has ideas of making it more logical, be brave and edit the page! (Or bring it up on the Talk page if you don't feel that brave.)
A somewhat related earlier work is the e-book [Design Patters in Successful Roleplaying Games]. (To do: take the patterns presented there and import them into the grab-bag.)
Basic resolution mechanics
Dice-based
* 1 Dice types o 1.1 Set dice + 1.1.1 Single die + 1.1.2 Multiple dice o 1.2 EON style o 1.3 Skill-based (Earthdawn) o 1.4 Average dice + 1.4.1 Mean + 1.4.2 Median + 1.4.3 Mode o 1.5 Multiple dice o 1.6 FUDGE dice * 2 Resolution Mechanics o 2.1 Target Number o 2.2 Non-Target o 2.3 Roll Types + 2.3.1 Target # 2.3.1.1 Dice pool (Star Wars style) # 2.3.1.2 Dice pool (World of Darkness style) # 2.3.1.3 Number * die vs. target number # 2.3.1.4 Number + die vs. target number + 2.3.2 Non-Target # 2.3.2.1 Dice pool (ORE style) # 2.3.2.2 Dice pool (Sorcerer style) * 3 Minor variants o 3.1 Accumulating bonuses + 3.1.1 Extra bonuses + 3.1.2 Extra dice o 3.2 Bonus / penalty dice o 3.3 Bonus numbers o 3.4 Critical Events + 3.4.1 Botch dice + 3.4.2 Confirm the critical + 3.4.3 Exploding dice # 3.4.3.1 Roll again # 3.4.3.2 Roll again and multiply + 3.4.4 Extra effects o 3.5 Flip-flopping o 3.6 Roll and Keep o 3.7 Wild die
Diceless
Audience judgment
Drama deck
FLOW
Fortune deck
- Fortune cookies
Mikado
Physical challenges
Poker hands
Resource-based (bidding)
- Points
- Dice (DitV)
Resource-based (fixed cost)
Riddles
Role-playing
Roulette wheel
Situation-dependant
Skill/target comparison
Resolution style
Action (static difficulty)
Conflict (stakes)
Conflict, with option to deepen (TSoY)
Minor variants
Balanced system
Extended conflict
Narrative facts (Donjon)
Narration rights
Remote conflict (TSoY poisoning)
- Physical
- Temporal
Statistics
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Personality traits
Ars Magica style
Keys
Pendragon style
Under the Bed style
Unknown Armies style
Sanity
Call of Cthulhu style
GURPS style
Unknown Armies style
Wealth
Bookkeeping
Wealth levels (Burning Wheel style)
Wealth levels (Donjon style)
Wealth levels (GURPS style)
Damage
Damage style
Critical table (Rolemaster)
Post-conflict fallout (DitV)
Roll determines damage
Separate damage roll
Tracking damage
Health levels
Setting / story consequences
Statistic damage
Wounds
Experience sources
Advantages / disadvantages
Attendance
Keys
Metagame
Roleplaying (general)
Studying
Thematic
Things learnt
Vote
Player characters
Player character types
Bloodlines
Individual characters
Nations
Troupes
Character creation
Bidding
Character cards (Under the Bed)
Character cards (Zombie Cinema)
Conflict (Dogs in the Vineyard)
Heroic event
Lifepath
Point-buy
Prequel
Random
One-roll
Misc.rules
Making propechies
Possession / mind control
- Complete
- Partial
- Roll to overcome
Wittiness
Off-time rules
Aging
Asset-building
Family rules
Item creation
Laboratories
Libraries
Research
Travel