I'm building a #TTRPG system, and one of the things that I think causes a lot of controversy is this. . .duality between "I have a simulation" and "I have resolution mechanics, focusing on the narrative"
In the end, the whole point of a TTRPG is to have a narrative. Some games drive the narrative with mechanics, while others use their mechanics as an aid and nothing more.
What if you had a system that did both?
The system I'm making has a unique property that you don't get in either the strictly-narrative-based games[1] or the "simulation-heavy" fare[2][3]:
You can as easily and quickly do both "simulation-style" and "resolution-style" mechanics for any or all parts of your game.
1/n
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1: Or the ones that still have "hard" mechanics but are still more narrative-focused, like PbtA and BitD stuff
2: think most D20 systems, even and maybe especially some of the OSR stuff out there, but also, like 5e and pathfinder
3: That's right, I'm putting footnotes on a mastodon post, I've thrown the idea of writing blog posts right out the window apparently
#1️⃣