I’ve been toying with the idea of creating a new tabletop RPG. I’ve dabbled in designing about a dozen systems over the last six years, with one being published on Itch.io. My vision for this one is an extremely rules-light fantasy game that encourages player creativity. The main resolution will be simple: a D20 roll plus modifiers aiming to exceed a certain number. The twist is that instead of traditional abilities, classes will have specific strengths which provide bonuses to rolls. These bonuses can either be applied by the players or affect the game master’s decisions, lowering difficulty levels for tasks.
I’m looking to capture the essence of OSR and FKR, minimizing tracking and inspiring players to think outside the box during encounters. Currently, I’m interested in borrowing mechanics from Fabula Ultima (like inventory points), the Nimble 5E system (with spells that can be upgraded using mana), and the general vibe of OSE. What other specific mechanics from different games do you think could enhance this concept?
2 Answers
For mechanics, I really dig Daggerheart’s ‘succeed/fail with fear or hope’ ideas! They add an interesting dynamic to gameplay. Also, Fate’s character statements can either empower players or bring them down, making each decision feel impactful. Shadowdark has a cool encumbrance system too that’s worth checking out!
I think it’s great that you’re focusing on player creativity! When choosing mechanics, consider what types of player choices you want to highlight. Just a heads-up, inventory points might conflict with the OSR spirit, since that style puts emphasis on the specific items players have and how they use them during gameplay. That being said, upgradable spells can work if you keep them really simple. Make sure you don’t overcomplicate things; the goal is to have a character sheet that is easy to read and covers everything on half a page. Short descriptions for spells, like ‘Fire blast: attack at range by throwing fire. Boost: attack a group of up to 5 creatures,’ might work well!
Totally agree! A more streamlined design can keep things flowing. My advice? Create a basic framework and test it out. You’ll find what works best after getting a little playtesting in. Good luck!