I wish this post was twice as long and went way deeper into each category with examples and use cases.
I wish this post was twice as long and went way deeper into each category with examples and use cases.
The discussion around the “Fruitful Void” and Brennan’s initial comment made me think specifically of this story from Chocolate Hammer where a highly-random, highly-lethal small-scale cowboy wargame ended up being an extremely fertile ground for interesting stories despite having no narrative mechanics of any kind.
A system specifically focused entirely on combat gave the GM room to weave a vast web of intrigue and personality based on how everyone knowing the power of violence in the system and trying to avoid getting near it while using it to threaten everyone else.
Turns out they did (for DS2 at least) and a user on the other site compiled the data into a series of convenient graphs so you can see what the win-loss rate is for all bosses sorted by console.
I’d imagine it’s the OSR influence, especially with the more old-school notion that the random encounters are the story.
That is, instead of random encounters being an interruption of the narrative, they’re just as much a part of it as the time your PCs sat in a bar for two hours trying to convince the barmaid to go dungeon-crawling with them.
Especially if random encounters include variation in distance and attitude. Encountering a knight could involve stumbling into a questing hedge knight‘s campsite, or it could involve hiding from the Black Knight after spotting them from a nearby hillside.
And there is also a narrative purpose in having combat start from “just existing in the game world.” Parts of the world are dangerous and deadly to be in, and random encounters are a good way to portray that without elaborately plotting out a sequence of “dangerous events” on a travel timetable.
Any sort of character concept that depends on witholding information from the other players is extremely difficult to do in a satisfying way.
The other players can easily not care about your mystery at all, making your secret just you and the dm making eyebrows at each other. Or they’ll care more than you want, and any sort of long-term intrigue goes out the window as the party drills into your character. Or hell, maybe they’ll be annoyed that you’re being so coy about your character, maybe they’ll find it shifty or frustrating or any of a dozen other things. And even if there’s the perfect level of investment and buy-in from everyone else, it still runs the risk of being a spotlight hog of a character.
So generally it’ll either have absolutely no impact, or it’ll derail the party.
Oh, and all of this goes for double if your secret is that you’re working against the party.
I’d be interested to see The Sprawl or Blades In The Dark’s “planning” mechanics applied to an oracle.
The Soldier playbook in the Sprawl gets to roll at the at start of each job to determine how many bullshit points they can spend during the job to get where they need to or have something they need.
Alternately if you like vague prophecies I’m picturing a system where at the start of the adventuring day you roll on a table of prophecy fragments, each with a mechanical effect, and the more powerful you get the better effects you can have and the more fragments you can roll for. That way you can have vague prophetic words that have a mechanical effect for you to play the hand of destiny.
I’ll take any opportunity I can to link the legendary RPG.net review of FATAL.
https://www.rpg.net/reviews/archive/14/14567.phtml