Rather than come up with more fictional tabletop games to explain mechanical paradigms, why don’t we just look at real ones? For the next two weeks I’ll be drawing up a spectrum of RPGs ranging from the rigid and traditional to wobbly and intangible.
Don’t take these as suggestions, per se–I include all of these because they make for a good sampling, not necessarily because I adore them. Whenever available, I’ll include links for legal purchase and download.
MOST TRADITIONAL
1.) BattleTech/MechWarrior (Introduced 1986)
This is the endgame; as far as I’m concerned, this system represents the tip of the creaking, painstakingly riveted tower of objective design. Very little in MechWarrior’s sundry editions is left to the imagination of the storyteller. You will not have to guess where your rocket lands or imagine which systems it damages, or how; all of that will emerge conclusively from an exhaustive cross-referencing of dice and rulebook. RPGs exist that are more minute than this franchise, but I’ve never seen anybody play them on purpose.
It’s not that anything in MechWarrior is particularly realistic. Nothing featuring giant chickenlike mechs is going to pass the snarky twitter test of verisimilitude–and frankly, even if the rules were meant to be realistic, they’re frequently incomplete and confusingly presented. Classically, striking a man-sized object with a mech’s melee weapon is nearly impossible…while stomping on them is an automatic hit and kill. And don’t even think about trying out a character who isn’t perpetually wrapped in Mech–the designers realized halfway through they had to make rules for people like you, and, also, that they really hate you.
Continue reading 〉〉 “Rutskarn’s GMinars CH6: The Gamesbow 1-4”
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