---------------------------------------- Kitbashing January 19th, 2022 ---------------------------------------- Sometimes it is beneficial to steal ideas from others. Creativity can be seen as taking some existing idea and combining it with another existing idea to create a brand-new composite. One of the pasttimes that I've been thinking about a lot recently are table-top RPGs (TTRPGs), such as the famous Dungeons and Dragons (D&D) or Pathfinder series. I've been lucky to play with numerous groups of people who all (literally) bring new ideas and styles of play to the table. I've similarly acted as a player character or referee across many of these games. This has given me an incredible vantage point to critique many of the rules and their interactions within my group of friends and the systems we use to run our games. Most of the time we run the D&D version du jour because of ease of access of resources and familiarity -- after all, we're all people with day jobs, kids, and other demands from life beyond being unemployed teenagers when many of us started playing TTRPGs. However, I've long had an itch to design my own set of rules that streamlines what I think are the best parts of TTRGPs: the unfolding nature of narrative that arises from multiple people crafting a story together. When it's pulled off, it feels primordial like our ancestors who have gathered around a fire on a stark midwinter night to weave a tale together. But there's a lot that interrupts the attention of everyone playing: rules. A strict adherence to rules are the hobgoblin of player's minds. Some become obsessed with them in a ritualistic sense and can't function if an infraction is not called out. Others see the aim of "winning" as bending the rules to their advantage. Others, mostly newer players, are often befuddled by the rules and interrupt the flow of narrative to clarify the rules. So my primary goal for this new system is to strip out the bits of the system into a bare-bones set of rules. More like abstract rule systems. Then, if a group of players wanted more crunch -- more combat and tactical-ness in their game -- you could bolt on new rule systems or modify an existing rule system to match what ultimately helps the story move along. Any story, albeit a TTRPG or a novel, needs to have a way to give rise to and resolve conflict. Without a core system to do this, you don't have a story. So the core system for this new RPG is rules for how conflict is resolved that is common to all other systems that interact with the game. From there, it's a matter if designing little micro-systems that (hopefully) harmonize with the core conflict resolution system depending on what the style of game needs to tell a good story. I have a basic skill system cooked up, a wild magic system, etc, that can all be bolted into the core game as needed. If this sounds like the GLOG[0] to some of you, then yes, that's the main inspiration, although I pull what I think are a lot of other nifty abstractions from other games into my kitbash RPG. I'm not stealing many features directly from the GLOG other than this concept of interchangeable, abstract, and bolt-on-able systems. One of the core inspirations for combat is a modified version of the Frostgrave[1]/Stargrave[2]/Rangers of Shadow Deep[3] (all with the same main author/designer) which are systems intended for 28mm wargamming that I'm redesigning for theater of the mind play that can also be adapted back to miniature play as a visual aid. The concept that I really enjoy from these games is that combat is reduced to two twenty-sided dice, and that damage done to an opponent comes down to some minor stats and the results of the dice rolls. It simplifies a lot of choices about weapons, combat stats, and combined with a theater of the mind approach that removes the 'stickiness' of D&D battles to allow for more varied storytelling and less war of attrition of stats. A general goal of mine in regards to combat is to make turns go fast. Slow combat in other TTRPGs is a death knell; sitting waiting around for a wizard to check on spells, or watching a fighter do dozens of mental math calculations for multiple attacks saps the energy out of the other players. Spells and attacks should be simple and straightforward. You'll do less on a turn, but your turn will come back to you quicker than in other games which will ultimately keep everyone more engaged. I'm pulling lots of ideas from Dungeon Crawl Classic[4]'s magic system of rolling a twenty sided dice plus some modifiers to determine how a spell reacts. This adds a lot of randomness to spells that makes them wild and surprising for all. Magic will be powerful to encourage people to take the risk to use it, but the costs will be high when it runs amok to keep the element of danger and wonderment present at the table. I'm stealing the concept of classless players characters from a bunch of different systems. While classes are a nice feature for helping to ensure that everyone has a specialty to focus on during play, more often then not players develop strategies for overcoming challenges that don't make use of the full party's compliment of skills. What I'd like to do instead is to provide all of the abilities, skills, feats, etc that typically make up a player character but let a player build their own set of abilities via a point-buy system. This can give a player of feeling of control and growth over a character that isn't preordained by a class. There's several more features that I'm planning to use as abstract systems, most importantly inventory slots instead of calculating weight as well as Usage Die from the Black Hack to track anything that can be considered consumable (even magic items such as rods, weapons, armor, etc). I'd like to have an optional item crafting system as well an optional system for potion brewing to encourage new forms of play. All of these system's designs will be focused on the goal of creating interesting and emergent storytelling. This new game is a massive, wonderful, twisting bunch of Lego blocks that I've scattered over the floor to kitbash into something that is uniquely personal for me. I'm not planning on ever releasing the rules because of the massive amount of stealing that I've done, but if something like this resonates with you, I'd encourage you to follow down my same footprints. Start with a core system that mostly works for you and then think about how that system can be broken down and rebuilt. Think about your main goals and find ways to reward everyone at the table for creating wonderful tales together. --- [0] - https://goblinpunch.blogspot.com/2016/05/the-glog.html [1] - https://ospreypublishing.com/frostgrave-second-edition?___store=osprey_usa [2] - https://ospreypublishing.com/stargrave [3] - https://www.modiphius.net/collections/rangers-of-shadow-deep [4] - https://goodman-games.com/dungeon-crawl-classics-rpg/ [5] - https://the-black-hack.jehaisleprintemps.net/english/