TTRPG OWL Class Hierarchy with Individuals
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CC-BY 4.0 OWL Class Hierarchy with Individuals, Pascal Martinolli, 2025.
- game mechanics:
- gamemaster has final decision, not the players' not the rules' (D&D Moldvay)
- opposition mechanics:
- Masteries scale (HeroQuest);
- Roll under attack score but above opposing armor (White Hack);
- Universal resolution table (Marvel SuperHero);
- Choosing in a matrix of dilemmas (Psi*Run);
- Progress of The Sin in the community (Dogs in the Vineyard);
- One PC is a possessed weapon, another PC is its holder (Bloodlust);
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen);
- Speech fight with persuasion & rebuff styles (Dying Earth);
- Dés de Kool/ dés de Krasse (dK System);
- Never roll dice against inanimate objects, roll only against people (Technoir);
- No randomization means never enter a fair fight (Amber);
- 3 gamemasters: one opposition, one emotional relationships, one society/hierarchy influences (Polaris: Chivalric Tragedy at Utmost North);
- Players define an antagonist NPC for the future sessions (Mutant Year Zero);
- Every scene a turning player plays versus the other players who become gamemasters (Perdus sous la pluie);
- Competing factions of philosophers (Planescape);
- Relationship Map or Pathways Map (Smallville);
- "Hunted" flaw: PC tell the nature/frequency of a villain, GM choose appearance and play him (Champions);
- Aspect to invoke by the player or to compel by the gamemaster or by the players (FATE);
- Resistance rolls (Blades in the Dark);
- Hero Points gained and spent during conflicts, and Survival Points for NPCs (James Bond 007);
- There is different rules depending if it is for kicking mooks or important villains (Feng Shui);
- Encourage to molest other PCs (Maid);
- balance two sides of an extended conflict, then decide the authority (Freak's Squeele);
- asks a player how many dice they decide to put, in order to match attacker’s value.(Dogs in the Vineyard);
- Plot points vs Doom Pool (Marvel Heroic RPG);
- For winning a narrative conflict: escalate the skates toward violence (Dogs in the Vineyard);
- If success then the player describes consequences, with advantage to the last who talk (Blood and Honor);
- Fronts as a collection of threats and challenges (Apocalypse World);
- Rock-Scissors-Paper for 'coward dueling' (Baron Munchausen)
- positioning mechanics:
- Abstract distances and positioning (13th Age);
- Hex based combat (Fantasy Trip)
- stealth mechanics:
- 3 stealth modes : Revealed, Detected, Hidden (Infinity)
- chase mechanics:
- Abstract chasing positions (Spycraft)
- faction mechanics:
- Company system: PC belong or control an organization with its own char sheet (Reign);
- Clans, bloodlines, sects (Vampire: The Masquerade);
- Faction mechanics (A Song of Ice and Fire);
- Crew management (Blades in the Dark);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Competing factions of philosophers (Planescape);
- Faction interactions drive advancement (Urban Shadows);
- Faction turn mechanics (Stars without Numbers);
- Guilds and secret societies of magicians (Ars Magica)
- raise mechanics:
- "Yakuza bets" on throw result to improve success (Les Érrants d'Ukiyo);
- Progress of The Sin in the community (Dogs in the Vineyard);
- PCs invent fictional fear, GM escalate from it toward more horror (Bluebeard's Bride);
- Escalation to extended conflict (The Shadow of Yesterday);
- Spending Stress for improving dice pool and effect (Blades in the Dark);
- Jenga tower accumulating pressure until final doom (Dread);
- asks a player how many dice they decide to put, in order to match attacker’s value.(Dogs in the Vineyard);
- Changing the physicality of the conflict (Dogs in the Vineyard);
- For winning a narrative conflict: escalate the skates toward violence (Dogs in the Vineyard);
- If success then the player describes consequences, with advantage to the last who talk (Blood and Honor);
- If a PC dies then a new PC more powerful is created to replace and lead the others (Hollow Point)
- momentum:
- Burning and gaining momentum (Ironsworn)
- burning and gaining momentum
- asks a player how many dice they decide to put, in order to match attacker’s value.
- auction or wagering mechanics:
- Wagering in each conflict (Wolsung);
- Bid coins to add facts to the game (Universalis);
- Wagering during the PC vs PC move (Blightburg);
- Wager mechanics: player takes control of game & world (OcTane)
- bargaining:
- Bargain with Death (Dungeon World)
- tag or compel:
- Tag other PC with aspects (Monsterhearts 2)
- choosing in a matrix of dilemmas
- target number:
- Roll-under targer number (OD&D);
- THAC0 (AD&D2);
- Target number dice pool (Shadowrun);
- D12 rolled and crossref with difficulty in a unique table (Dark Realms)
- challenge rating:
- Challenge rating for monsters (D&D3);
- Mechanical alienation (Broodmother Skyfortress)
- consequence mechanics:
- Social move is constraining the next GM narration (Cartel);
- Reaction cards can be used even if PC dead (Paranoia: Red Clearance);
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- "Let it ride" : no retries, no backsies (Burning Wheel);
- Progress of The Sin in the community (Dogs in the Vineyard);
- Failing forward (Apocalypse World);
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen);
- Stress consequences (Fate);
- Shaken status is a loss of action and is a substitute for HP loss (Savage Worlds);
- Spells that are only expended on bad rolls (13th Age);
- Difficult costy choice for basic success (Apocalypse World);
- assign succeeding/failing dice to various outcomes (Otherkind);
- Players describe if success, gamemaster describes if failure (InSpectres);
- Spending Stress for improving dice pool and effect (Blades in the Dark);
- add one detail for each bidden dice (Blood and Honor);
- Easy bonus to cool powers leading to awful end (Urban Shadows);
- Black bile: player decides negative consequences affecting his character (Libreté);
- Choose mental consequences (Eclipse Phase);
- Some actions can lead to Corruption (Shadow of the Demon Lord);
- assign succeeding/failing dice to various outcomes (Bliss Stage);
- Dark secret (Kult);
- Only roll when possibility of interesting failure (Burning Wheel);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- Jenga tower accumulating pressure until final doom (Dread);
- Murder darken the PC to his end (MarcheBranche);
- Move (Apocalypse World);
- One success gives one fact or one die (Donjon);
- Violence will lead to failure eventually (Lady Rossa);
- If success then the player describes consequences, with advantage to the last who talk (Blood and Honor);
- Every roll means something (Apocalypse World);
- Monologue of Victory (The Pool);
- Excessive success has bad consequences (Libreté);
- Ghost dice (Ghostbusters);
- Success of resolution decides if player or GM has authority to tell the result (Houses of the Blooded);
- If 3+ dice are used then PC gets Fallout dice (Dogs in the Vineyard);
- Yes/No [and/but...] (Free Universal)
- permanent loss:
- Exchange and permanent loss of attachment tokens (Perdus sous la pluie);
- Piling up of almost permanent negative effects (Don't Rest Your Head);
- When 4 themes of PC are exhausted, some ritual sentences are no longer available (Polaris: Chivalric Tragedy at Utmost North);
- Splatter wounds: permanent damages if healing fails (ConspiracyX)
- death spiral:
- Accumulative chance of failure with Jenga tower (Dread)
- switching the consequence:
- Scars instead of Harm boxes (Urban Shadows);
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen);
- Social bonds: used/exhausted for not going insane (Delta Green 2016);
- Resistance rolls (Blades in the Dark);
- Complication rule for Persona Artha (Burning Wheel)
- character acquiring conditions:
- Character conditions (Lady Blackbird);
- Shaken status is a loss of action and is a substitute for HP loss (Savage Worlds);
- Piling up of almost permanent negative effects (Don't Rest Your Head);
- Hazardous ghosting and resleeving (GURPS: Transhuman space)
- advantageous conditions
- disadvantageous conditions:
- Shaken status is a loss of action and is a substitute for HP loss (Savage Worlds);
- Black bile: player decides negative consequences affecting his character (Libreté);
- Mental disadvantages (GURPS);
- Harm statuses (Blades in the Dark)
- fixed outcomes:
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- Move (Apocalypse World);
- Fractal timeline to built together (Microscope);
- Fractal focus to build a timeline for worldbuilding (Microscope)
- lose control of the character by the player:
- Vendetta pool to discard hits taken GM can ask force player to do stupid things for vendetta (Secrets & Lies);
- Each PC has a shadow/dark side, controlled by another player (Wraith: The Oblivion);
- Temporary insanity: flee, struggle or submit (Delta Green 2016);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- hard choice:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Percentile for tracking collective group objectives (Unknown Armies 3)
- mental consequences:
- Temporary insanity: flee, struggle or submit (Delta Green 2016)
- choose mental consequences
- Black bile: player decides negative consequences affecting his character
- levels of hardening:
- Levels of hardening reduce player agency (Unknown Armies 3)
- acquiring a phobia
- complication mechanics:
- In 1d4 something happen (Index Cards RPG);
- Progress of The Sin in the community (Dogs in the Vineyard);
- One PC is a possessed weapon, another PC is its holder (Bloodlust);
- Flashback heist mechanic (Blades in the Dark);
- Countdown clock (Apocalypse World);
- Dés de Kool/ dés de Krasse (dK System);
- Vendetta pool to discard hits taken GM can ask force player to do stupid things for vendetta (Secrets & Lies);
- Crew management (Blades in the Dark);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Gamemaster and player intrusion mechanic (Numenera);
- Aspect to invoke by the player or to compel by the gamemaster or by the players (FATE);
- Dark secret (Kult);
- Only roll when possibility of interesting failure (Burning Wheel);
- Computer dice: 1/6 chance of problems on each actions (Paranoia: Red Clearance);
- Jenga tower accumulating pressure until final doom (Dread);
- Move (Apocalypse World);
- Complication rule for Persona Artha (Burning Wheel);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur);
- If 3+ dice are used then PC gets Fallout dice (Dogs in the Vineyard);
- Yes/No [and/but...] (Free Universal)
- damage mechanics:
- Loss of experience points (AD&D)
- soaking damages:
- Soaking damages (Vampire: The Masquerade)
- temporary penalties:
- Temporary penalties (GURPS)
- critical damages:
- "Lucky hit" (OD&D: Empire of the Petal Throne);
- Lethality percentage for powerful weapons (Delta Green 2016);
- Mega armors/ Mega damages (Rifts);
- Character death happens mainly by critical damages, not hit point loss (Rolemaster)
- character death:
- Reaction cards can be used even if PC dead (Paranoia: Red Clearance);
- Replace a dead PC by a related NPC (Torchbearer);
- 3 PCs per player (Dark Sun);
- "Cheat death" and "McGuffin" skills (Timelord);
- Using a Fate point to survive anything (Warhammer FRP);
- Play your dead PC sheets (Post Mortem);
- Bargain with Death (Dungeon World);
- Hazardous ghosting and resleeving (GURPS: Transhuman space);
- Reincarnate & Raise Dead spells (OD&D);
- Save or die/ Rocks fall, everyone dies (Tomb of Horrors);
- PC never dies (Toon);
- Pay for Life After Death insurance (SLA Industries);
- Trauma Team International Prepaid CSAR services (Cyberpunk 2013);
- Resurrection spell (AD&D: PHB)
- one success gives one fact or one die
- structural mechanics:
- Moves specific for the beginning of the session (Apocalypse World);
- Dice rolled in various tables at key moments (Fiasco);
- Jenga tower accumulating pressure until final doom (Dread);
- Fractal focus to build a timeline for worldbuilding (Microscope)
- talk distribution mechanics
- player spotlight is codified
- a caller relays players decisions to the gamemaster
- intergame:
- Intergame session is explained in game by "greydreaming" (RĂŞve de dragon);
- Winter Phase (Pendragon);
- Detailed rules for carousing, social and economics (Nightmares Underneath)
- detailed rules for carousing, social and economics
- rules for daily life aside from adventures
- sharing elements mechanics:
- Players and GM collectively create their village (Beyond the Wall);
- Setting is fleshed out by GM and PC in the course of play (13th Age);
- PCs design elements of the story (Wilderness of Mirrors);
- PCs invent fictional fear, GM escalate from it toward more horror (Bluebeard's Bride);
- Party sheet allows sharing PC talents with party (Warhammer FRP 3);
- Players interpret collectively a central PC, and one PC each (Magistrats & Manigances);
- PCs invent fiction clues and are rewarded if matching GM secrets (Sphynx);
- Players define an antagonist NPC for the future sessions (Mutant Year Zero);
- PC narrates a regret and answers other PCs questions (Headspace);
- Players and characters share ideas and emotions collectively (Headspace);
- Relationship Map or Pathways Map (Smallville);
- Players invent the clues (InSpectres);
- Giving authority over distinct parts of the world to different people (Belonging outside Belonging);
- Troup-style play (Ars Magica);
- Tag other PC with aspects (Monsterhearts 2);
- Consensus reality is a metaphor of the shared players experience (Mage: The Ascension);
- Fractal timeline to built together (Microscope);
- Players collectively create their household, then with the remaining points they create their characters (Orkworld);
- PCs invent rumors, GM decides which is true (Oltrée)
- endgame and completion mechanics:
- Endgame when the first player answers all their 6 questions (Psi*Run);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Inevitable and tragic endgame (Polaris: Chivalric Tragedy at Utmost North);
- Endgame when one character is left (Perdus sous la pluie);
- Cmpletion of Final & two Epilogue Questions (October Rust);
- Jenga tower accumulating pressure until final doom (Dread);
- Progress Track intended to be filled – the player decides when it’s time to conclude it (Ironsworn);
- When 4 themes of PC are exhausted, some ritual sentences are no longer available (Polaris: Chivalric Tragedy at Utmost North)
- inevitable and tragic endgame:
- When 4 themes of PC are exhausted, some ritual sentences are no longer available (Polaris: Chivalric Tragedy at Utmost North)
- no endgame
- all clues are collected:
- all clues are collected (InSpectres)
- element of character background is resolved or fully explored:
- Endgame when the first player answers all their 6 questions (Psi*Run);
- Bonds (Apocalypse World);
- When 4 themes of PC are exhausted, some ritual sentences are no longer available (Polaris: Chivalric Tragedy at Utmost North)
- codified rituals:
- Ritual key-phrases structuring game conversation (Polaris: Chivalric Tragedy at Utmost North)
- ritual phrases:
- Ritual phrases (Love in the Time of Seid);
- Ritual key-phrases structuring game conversation (Polaris: Chivalric Tragedy at Utmost North);
- When 4 themes of PC are exhausted, some ritual sentences are no longer available (Polaris: Chivalric Tragedy at Utmost North)
- Moves specific for the beginning of the session
- temporal shifts:
- Fractal focus to build a timeline for worldbuilding (Microscope)
- fractal focus:
- Fractal timeline to built together (Microscope);
- Fractal focus to build a timeline for worldbuilding (Microscope)
- flashforward scene:
- Vertigo of flashback and flashforward scenes (Odyssea)
- flashback scene:
- Vertigo of flashback and flashforward scenes (Odyssea);
- Confessional reality-TV-like (InSpectres);
- PC can play their background as flashbacks (Nephilim)
- flashback heist mechanic:
- Flashback heist mechanic (Blades in the Dark)
- play historical flashbacks to remember forgotten powers and knowledges
- all characters of a player: sum up & link to an archetype
- fast-forwarding scene
- retroactively declaring facts mechanics:
- Flashback heist mechanic (Blades in the Dark);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur)
- skipping moment:
- Play at different era and watch long term evolution of PCs (Undying)
- skipping element in the scene:
- Stop and skip what's played in the scene as a silent 'safe word' (XCard)
- skipping a scene
- downtime mechanics:
- Crew management (Blades in the Dark);
- Winter Phase (Pendragon)
- mission mechanics:
- Perilous, Discovery & Rogue phases (Spycraft);
- BPNs: Blueprint News Files missions (SLA Industries);
- Day turn & night turn (Night Witches)
- planning the mission:
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur)
- debriefing in game:
- Choose between conflicting values and debrief in confession after missions (Miles Christi);
- BPNs: Blueprint News Files missions (SLA Industries);
- Confessional reality-TV-like (InSpectres)
- briefing in game:
- BPNs: Blueprint News Files missions (SLA Industries)
- game progress mechanics:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Countdown clock (Apocalypse World);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Jenga tower accumulating pressure until final doom (Dread);
- Scenario progress (Monster of the Week);
- Uses domino and a central map (Aux marches du pouvoir);
- Fronts as a collection of threats and challenges (Apocalypse World);
- Various 4/6/8/10/12-sided clocks (Blades in the Dark)
- pacing or turn mechanics:
- Rigid scene turn order (Fiasco);
- Rotating the gamemaster role each scene (Lovecraftesque)
- scenario pacing:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Flashback heist mechanic (Blades in the Dark);
- Dice rolled in various tables at key moments (Fiasco);
- Breakdown of fiction into procedural scenes and dramatic scenes (Hillfolk);
- Perilous, Discovery & Rogue phases (Spycraft);
- Gamemaster and player intrusion mechanic (Numenera);
- Players have their own turn scene (Archipelago) (Love in the Time of Seid);
- Ritual key-phrases structuring game conversation (Polaris: Chivalric Tragedy at Utmost North);
- Rotating the gamemaster role each scene (Lovecraftesque);
- Day turn & night turn (Night Witches);
- Scenario progress (Monster of the Week)
- sudden interruption mechanic:
- Confessional reality-TV-like (InSpectres)
- skipping/ ellipsing:
- Bloody vs Test: fast-forward combats (Burning Wheel)
- timer:
- In 1d4 something happen (Index Cards RPG);
- Escalation die where the bonus to hit = nb of rounds passed (13th Age)
- loss of action
- shaken: loss of action:
- Shaken status is a loss of action and is a substitute for HP loss (Savage Worlds)
- campaign turn or phase:
- Winter Phase (Pendragon);
- Fellowship phase (Adventures in Middle-Earth)
- initiative mechanics:
- Action cards with bluff on initiative (Paranoia: Red Clearance);
- Non-violence enforced through initiative system (Doctor Who Roleplaying Game);
- Rigid scene turn order (Fiasco);
- Regular 52 set of poker cards for initiative, huckster spells, etc. (Deadlands)
- player dedicated scene:
- Players have their own turn scene (Archipelago) (Love in the Time of Seid)
- scene pacing:
- In 1d4 something happen (Index Cards RPG);
- GM turns, then PC turns (Mouse Guard);
- Ritual key-phrases structuring game conversation (Polaris: Chivalric Tragedy at Utmost North);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- Confessional reality-TV-like (InSpectres);
- Fast turn, slow turn (Shadow of the Demon Lord);
- D12 rolled and crossref with difficulty in a unique table (Dark Realms)
- session pacing:
- +1 meta-dice of stress per 30min of game avg.(D-Start)
- codified scene framing:
- Players have their own turn scene (Archipelago) (Love in the Time of Seid);
- Rigid scene turn order (Fiasco)
- confessional reality-TV-like
- minigame:
- Several skills and rules for social situations (James Bond 007);
- Psionic sub-game (AD&D: PHB);
- Crisis management minigame (Paranoia: High Programmers);
- Subsystem for 1-on-1 duel (L5R);
- Musards (Milles-Marches);
- Scripts for torturing captured PCs (James Bond 007);
- Mini-game for character creation who could even die (Traveller);
- Confessional reality-TV-like (InSpectres);
- Funnel (Dungeon Crawl Classic);
- Life-path character creation (Traveller);
- Highdreaming: navigate a matrix map of magical zones to cast a spell (RĂŞve de dragon)
- character mechanics:
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase)
- character creation:
- Replace a dead PC by a related NPC (Torchbearer);
- Priority-based character creation (Shadowrun);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Point-build character (Fantasy Trip);
- A notebook as character sheet (Sailor Moon);
- Character can start with more experience, or more expertise or more money (Powers & Perils);
- Play your dead PC sheets (Post Mortem);
- Relationship Map or Pathways Map (Smallville);
- Multiple min-max builds possible (D&D3);
- Bonds (Apocalypse World);
- PC are toys made up of parts that can be damaged, modified, exchanged, or lost (ThreadBare);
- Play dynasties of characters (Empires & Dynasties);
- Psychological Limitations option (Champions);
- Random stats at character creation (OD&D);
- Each PC has 1 ability at zero, different from the other PCs (Houses of the Blooded);
- Mini-game for character creation who could even die (Traveller);
- Abstract character generation (Everway);
- Funnel (Dungeon Crawl Classic);
- Mecha creation is more important than pilot character creation (Mechwarriors);
- Life-path character creation (Traveller);
- If a PC dies then a new PC more powerful is created to replace and lead the others (Hollow Point)
- point-build character:
- Point-build character (Fantasy Trip);
- Cybernetic implants reduce empathy attribute (Cyberpunk 2013);
- Point-buy system (GURPS);
- Players collectively create their household, then with the remaining points they create their characters (Orkworld);
- Social/psychological traits & negative flaws in point-build characters (Champions)
- no character generation rules:
- PCs are the TV characters (Dallas)
- play alternative characters:
- Play monsters prying on adventurers (Monsters Monsters);
- Play colonized races characters (Shaan);
- PCs can be monsters (Runequest);
- Play minions trying to escape their master (My Life With Master);
- Non-humanoid roles (Bunnies & Burrows);
- PC are the cultists (Soth);
- PC are toys made up of parts that can be damaged, modified, exchanged, or lost (ThreadBare);
- Players play themselves (The End of the World);
- Play familiars trying to revenge their beloved mistress (The Witch is Dead);
- Mecha creation is more important than pilot character creation (Mechwarriors)
- character templates:
- Generic pre-made character template to tweak (Star Wars WEG);
- Character archetypes (Talislanta);
- Pre-gen characters with complex backgrounds tight to the setting (DragonLance);
- Chess board and pieces (Vade+Mecum)
- back-story mechanics:
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Create PC backstory & assign abilities based on events described (Spirit of the Century);
- Family and ancestors generator with family honor, status, birthrights,.. (AD&D: Oriental Adventures);
- PC narrates a regret and answers other PCs questions (Headspace);
- Pre-gen characters with complex backgrounds tight to the setting (DragonLance);
- PC has 'One Unique Thing': anything without direct mechanics (13th Age);
- Dark secret (Kult);
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord);
- Each PC has a shadow/dark side, controlled by another player (Wraith: The Oblivion);
- PC can play their background as flashbacks (Nephilim);
- Spend points to link your background to the campaign, and receive the corresponding lore sheet (Weapons of the Gods);
- Life-path character creation (Traveller)
- motivation mechanics:
- Play minions trying to escape their master (My Life With Master);
- Crew management (Blades in the Dark);
- "Cheat death" and "McGuffin" skills (Timelord);
- Dharmas (Kindred of the East);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- Relationship Map or Pathways Map (Smallville);
- Choose between conflicting values and debrief in confession after missions (Miles Christi);
- Play familiars trying to revenge their beloved mistress (The Witch is Dead);
- Nature and demeanor traits (Vampire: The Masquerade);
- Motive, virtue, fault & fate (Everway);
- Confessional reality-TV-like (InSpectres);
- Honor system (Bushido);
- Character belief is an incentive to play in a certain way (Burning Wheel);
- Heroic and villainous motivations (DC Heroes);
- Players can lose control of their characters with passions and personality traits (Pendragon);
- Rage, noble and fear passions (Unknown Armies)
- quest:
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway)
- goals mechanics:
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Players have a main goal and stereotype goals linked to the franchise (Ghostbusters)
- character progression mechanics:
- Priority-based character creation (Shadowrun);
- A notebook as character sheet (Sailor Moon);
- Progress tracks (Warhammer FRP 3);
- Character can start with more experience, or more expertise or more money (Powers & Perils);
- Grind (Torchbearer);
- Bonds (Apocalypse World);
- Faction interactions drive advancement (Urban Shadows);
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord);
- BPNs: Blueprint News Files missions (SLA Industries);
- Play at different era and watch long term evolution of PCs (Undying);
- Brownie points to spend in game (Ghostbusters);
- Progress Track intended to be filled – the player decides when it’s time to conclude it (Ironsworn)
- buy (& buy back) keys of character
- negative advancement:
- SAN: Insanity rule (Call of Cthulhu)
- path mechanics:
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord)
- level advancement
- character levels
- level loss
- no character advancement rules
- career mechanics:
- Priority-based character creation (Shadowrun);
- Multiple min-max builds possible (D&D3);
- Mini-game for character creation who could even die (Traveller);
- Life-path character creation (Traveller)
- explicit class requirements
- special attributes advancement
- edges unlocked by PC rank
- skill improvement
- skill tree
- skill specialization: broad, maxed out, then specialized
- linear bonus progression
- experience mechanics:
- Crew management (Blades in the Dark);
- Hit points symbolize health, experience & luck (Miles Christi)
- earn a new value at each stage of PC lives
- moral mechanics:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Morality track (Hunter: The Reckoning);
- Banality track (Changeling: The Dreaming);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- Dark side points (Star Wars WEG);
- Relationship Map or Pathways Map (Smallville);
- Morality, Virtues and Vice traits (Vampire: The Requiem);
- Each PC has a shadow/dark side, controlled by another player (Wraith: The Oblivion);
- Nature and demeanor traits (Vampire: The Masquerade);
- Humanity track (Vampire: The Masquerade);
- Motive, virtue, fault & fate (Everway);
- Vampire 'paths' (Vampire: The Masquerade);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- corruption mechanics:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Banality track (Changeling: The Dreaming);
- Cybernetic implants reduce empathy attribute (Cyberpunk 2013);
- Easy bonus to cool powers leading to awful end (Urban Shadows);
- Dark side points (Star Wars WEG);
- Some actions can lead to Corruption (Shadow of the Demon Lord);
- Murder darken the PC to his end (MarcheBranche)
- character alignment:
- 3 alignments: lawful, chaotic, neutral (OD&D);
- Christian-like values alignment scale (Chivalry & Sorcery);
- Competing factions of philosophers (Planescape);
- 1 axis with 5 alignments (Warhammer FRP);
- Creatures divided between law & chaos (Chainmail);
- 2 axis alignment: lawful-neutral-chaotic; good-neutral-evil (AD&D: PHB) (D&D Holmes)
- inner conflict:
- Choosing in a matrix of dilemmas (Psi*Run);
- Progress of The Sin in the community (Dogs in the Vineyard);
- One PC is a possessed weapon, another PC is its holder (Bloodlust);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- Dark secret (Kult);
- Choose between conflicting values and debrief in confession after missions (Miles Christi);
- Confessional reality-TV-like (InSpectres);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- no moral mechanics
- dark secret:
- Each player defines a dark secret he doesn't reveal, even to the gamemaster, and can used how he wants (The Mountain Witch);
- Dark secret (Kult);
- Each PC has a shadow/dark side, controlled by another player (Wraith: The Oblivion)
- health rules:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Scars instead of Harm boxes (Urban Shadows);
- Hit points strictly symbolize health (Runequest);
- Shaken status is a loss of action and is a substitute for HP loss (Savage Worlds);
- SAN: Insanity rule (Call of Cthulhu);
- Poker chips for bonus or injuries, unused turn into XP (Deadlands);
- Hit points symbolize health, experience & luck (Miles Christi);
- Temporary insanity: flee, struggle or submit (Delta Green 2016)
- hit points:
- Hit points strictly symbolize health (Runequest);
- Hit points symbolize health, experience & luck (Miles Christi);
- Magick system (Chivalry & Sorcery);
- Some hit points come from plot armor [high level expert NPC has more hit points] (D&D3);
- Character death happens mainly by critical damages, not hit point loss (Rolemaster)
- wound track:
- Wounds tracked separately, each of them healing independently (Maelstrom RPG);
- Each injury is tracked individually (Hârn);
- Exhaustion track separated from life track (RĂŞve de dragon);
- Wound track system (Ars Magica 5th)
- stress mechanics:
- Flashback heist mechanic (Blades in the Dark);
- Stress consequences (Fate);
- Spending Stress for improving dice pool and effect (Blades in the Dark);
- Exhaustion track separated from life track (RĂŞve de dragon);
- 5 stress meters: Helplessness, Isolation, Self, Unnatural, and Violence (Unknown Armies 3);
- Magick system (Chivalry & Sorcery);
- BPM track : breadcrumb gauge (Lacuna)
- hit location:
- Wounds tracked separately, each of them healing independently (Maelstrom RPG);
- Hit location (Runequest);
- Each injury is tracked individually (Hârn);
- Wound track system (Ars Magica 5th);
- Hit location (OD&D: Blackmoor)
- poisoning mechanics:
- Banality track (Changeling: The Dreaming)
- healing mechanics:
- Wounds tracked separately, each of them healing independently (Maelstrom RPG);
- addiction to healing/buffing drugs (SLA Industries);
- Splatter wounds: permanent damages if healing fails (ConspiracyX);
- Healing surge (D&D4)
- addiction mechanics:
- addiction to drugs mechanism (COPS);
- addiction to healing/buffing drugs (SLA Industries)
- mental sanity mechanics:
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- SAN: Insanity rule (Call of Cthulhu);
- Dark secret (Kult);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- character constraints:
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- PC virtues are 'poles' on the map (On Mighty Thews);
- Morality, Virtues and Vice traits (Vampire: The Requiem);
- Choose between conflicting values and debrief in confession after missions (Miles Christi);
- Barbarians hate magic (AD&D: Unearthed Arcana);
- 2 axis alignment: lawful-neutral-chaotic; good-neutral-evil (AD&D: PHB) (D&D Holmes);
- Each PC has 1 ability at zero, different from the other PCs (Houses of the Blooded);
- Levels of hardening reduce player agency (Unknown Armies 3);
- Honor system (Bushido);
- Character belief is an incentive to play in a certain way (Burning Wheel);
- When 4 themes of PC are exhausted, some ritual sentences are no longer available (Polaris: Chivalric Tragedy at Utmost North);
- Players can lose control of their characters with passions and personality traits (Pendragon);
- Rage, noble and fear passions (Unknown Armies)
- character class:
- No assassin (AD&D2)
- character descriptors:
- An aspect or power can be versatile, potent & frequent (Everway)
- derived character statistics:
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord)
- character ability:
- Masteries scale (HeroQuest);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Party sheet allows sharing PC talents with party (Warhammer FRP 3);
- Create PC backstory & assign abilities based on events described (Spirit of the Century);
- Abilities determine dice size (Sovereign Stones);
- Character can start with more experience, or more expertise or more money (Powers & Perils);
- Abilities determine dice size (Serenity)
- language:
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord)
- character skill:
- Non-weapon proficiencies (AD&D: Oriental Adventures);
- Several skills and rules for social situations (James Bond 007);
- d6 minus d6 + skill bonus (Feng Shui);
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- Unified resolution system for fight and skills (Runequest);
- Extended skill challenge (D&D4);
- Magick system (Chivalry & Sorcery);
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord)
- special abilities:
- Psionic sub-game (AD&D: PHB);
- "Cheat death" and "McGuffin" skills (Timelord);
- Easy bonus to cool powers leading to awful end (Urban Shadows);
- Magic items: attunement and rarity (D&D5);
- Saving roll as stunt (Tunnels & Trolls);
- Every character can do magic (Runequest);
- Powers for all classes: at-will, per-encounter, per-day (D&D4)
- character attribute:
- Masteries scale (HeroQuest);
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Cybernetic implants reduce empathy attribute (Cyberpunk 2013);
- Open-mindedness vs Spirituality attributes (Maléfices);
- Rationality and Irrationality statistics (Aquelarre);
- Ancestry. Novice, expert and master paths (Shadow of the Demon Lord);
- Random stats at character creation (OD&D)
- special attribute
- luck:
- Hit points symbolize health, experience & luck (Miles Christi);
- Luck can reverse a previous contest (Dallas)
- character flaw:
- PCs invent fictional fear, GM escalate from it toward more horror (Bluebeard's Bride);
- SAN: Insanity rule (Call of Cthulhu);
- Dark secret (Kult);
- Morality, Virtues and Vice traits (Vampire: The Requiem);
- Psychological Limitations option (Champions);
- Mental disadvantages (GURPS);
- Each PC has 1 ability at zero, different from the other PCs (Houses of the Blooded);
- Nature and demeanor traits (Vampire: The Masquerade);
- Motive, virtue, fault & fate (Everway);
- Social/psychological traits & negative flaws in point-build characters (Champions);
- Rage, noble and fear passions (Unknown Armies)
- body mechanics
- opposing descriptors:
- Open-mindedness vs Spirituality attributes (Maléfices);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- Rationality and Irrationality statistics (Aquelarre);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- character aspect:
- Masteries scale (HeroQuest);
- DIY free-form traits (Ghostbusters);
- Scars instead of Harm boxes (Urban Shadows);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- An aspect or power can be versatile, potent & frequent (Everway);
- Bonds (Apocalypse World);
- Aspect to invoke by the player or to compel by the gamemaster or by the players (FATE);
- PC virtues are 'poles' on the map (On Mighty Thews);
- Character aspect (Fate);
- Morality, Virtues and Vice traits (Vampire: The Requiem);
- Tag other PC with aspects (Monsterhearts 2);
- backgrounds of the PC can be used both as benefits or disadvantages (7th Sea)
- mental mechanics:
- Psionic sub-game (AD&D: PHB);
- Choose mental consequences (Eclipse Phase);
- Psychological Limitations option (Champions);
- Mental disadvantages (GURPS)
- supernatural mechanics
- destiny mechanics:
- Motive, virtue, fault & fate (Everway)
- spell:
- Spells that are only expended on bad rolls (13th Age);
- Reincarnate & Raise Dead spells (OD&D);
- Resurrection spell (AD&D: PHB);
- Spells in matrixes to attune (EarthDawn)
- spell points
- spell casting:
- Vancian magic (OD&D);
- Magick system (Chivalry & Sorcery);
- Highdreaming: navigate a matrix map of magical zones to cast a spell (RĂŞve de dragon)
- spell building:
- Magick system (Chivalry & Sorcery)
- building free-form spells
- Four By Five Magic
- Verb-noun method to classify spells
- No spell list, just areas of magic & 1..5 levels
- table of analogies for building spells
- spell list:
- Vancian magic (OD&D)
- magic:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Every character can do magic (Runequest);
- Regular 52 set of poker cards for initiative, huckster spells, etc. (Deadlands);
- Highdreaming: navigate a matrix map of magical zones to cast a spell (RĂŞve de dragon)
- magic stat:
- Magical 'Flow' character attribute kept secret from player (Maléfices);
- Open-mindedness vs Spirituality attributes (Maléfices);
- Rationality and Irrationality statistics (Aquelarre);
- Magick system (Chivalry & Sorcery)
- magic fuel:
- Blood pool fuels magic powers (Vampire: The Masquerade)
- magic canceller or reducer:
- Banality track (Changeling: The Dreaming)
- danger of magic:
- It is dangerous to warp reality/ paradox (Maelstrom RPG);
- Warping: side effect of too much exposition to magic (Ars Magica)
- magic school:
- Each school of magic is mechanically unique and specific (Unknown Armies);
- Magick system (Chivalry & Sorcery);
- Guilds and secret societies of magicians (Ars Magica);
- Five colors of Magic and Black Lotus (D&D: Castle Amber) (MtG?);
- Barbarians hate magic (AD&D: Unearthed Arcana);
- Powers for all classes: at-will, per-encounter, per-day (D&D4)
- learning magic:
- Vancian magic (OD&D);
- Magick system (Chivalry & Sorcery)
- psionics:
- Psionic sub-game (AD&D: PHB)
- magic item:
- One PC is a possessed weapon, another PC is its holder (Bloodlust);
- Budget for magic items (D&D4);
- Magic items: attunement and rarity (D&D5);
- Magic item typed bonuses & item slots (D&D3)
- unlock powers of magical items:
- Unlock powers of magical items (EarthDawn)
- attunement:
- Magic items: attunement and rarity (D&D5);
- Spells in matrixes to attune (EarthDawn)
- resolution mechanics:
- Action resolution mechanics based only on social interactions (Panty Explosion);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Aspect to invoke by the player or to compel by the gamemaster or by the players (FATE);
- Single sliding scale for all resolutions (Torg)
- substitution mechanics:
- Replace a dead PC by a related NPC (Torchbearer);
- Exchange and permanent loss of attachment tokens (Perdus sous la pluie);
- Action resolution mechanics based only on social interactions (Panty Explosion);
- Scars instead of Harm boxes (Urban Shadows);
- Poker chips for bonus or injuries, unused turn into XP (Deadlands);
- Seelie and Unseelie aspects (Changeling: The Dreaming);
- Bonds (Apocalypse World);
- Luck can reverse a previous contest (Dallas);
- Uses domino and a central map (Aux marches du pouvoir);
- Flip-flopping: switch tens and singles of d00 roll (Unknown Armies);
- If a PC dies then a new PC more powerful is created to replace and lead the others (Hollow Point)
- randomization mechanics:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- Random stats at character creation (OD&D);
- Move (Apocalypse World);
- Roll for Jovial or Glum scene tone (Swords without Masters);
- D12 rolled and crossref with difficulty in a unique table (Dark Realms)
- pick a card:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway)
- dice mechanics:
- d6 minus d6 + skill bonus (Feng Shui);
- In 1d4 something happen (Index Cards RPG);
- Escalation die where the bonus to hit = nb of rounds passed (13th Age);
- Gamemaster has have every right to overrule the dice at any time (AD&D: DMG);
- Dés de Kool/ dés de Krasse (dK System);
- Never roll dice against inanimate objects, roll only against people (Technoir);
- (Dis)advantages: roll 2 dices and pick (D&D5);
- Every roll means something (Apocalypse World);
- d666 (In Nomine Satanis/ Magna Veritas);
- Moral or Mysteries story elements on a roll of 3 (Swords without Masters)
- step die mechanics:
- Step die mechanics (EarthDawn);
- Abilities determine dice size (Sovereign Stones);
- Abilities determine dice size (Serenity);
- Control die and situation dice (Alternity)
- side die:
- Best two roll, and third die is effects (Smallville);
- Computer dice: 1/6 chance of problems on each actions (Paranoia: Red Clearance);
- Control die and situation dice (Alternity);
- Ghost dice (Ghostbusters);
- d666 (In Nomine Satanis/ Magna Veritas)
- Wild die. Roll, read best only:
- Wild die. Roll, read best only (Deadlands)
- Computer dice: 1/6 chance of problems on each actions
- opposed rolls:
- Roll under but as high as possible for opposed rolls or exact score for critics (Pendragon);
- Both opposing parties roll, add and compare (Tunnels & Trolls);
- Opposed rolls in dice pools (Vampire: The Masquerade)
- blackjack mechanics (roll high under):
- Roll under attack score but above opposing armor (White Hack);
- Roll under but as high as possible for opposed rolls or exact score for critics (Pendragon);
- Blackjack d100 mechanic (Unknown Armies)
- dice pool:
- Approbation dice token given for rewarding narrative creations (Prosopopée);
- Target number dice pool (Shadowrun);
- Spending Stress for improving dice pool and effect (Blades in the Dark);
- Relationship Map or Pathways Map (Smallville);
- Best two roll, and third die is effects (Smallville);
- Karma pool to boost dice pool (Shadowrun);
- First dice pool (Ghostbusters);
- Franchise dice pool for the group (InSpectres);
- If 3+ dice are used then PC gets Fallout dice (Dogs in the Vineyard)
- non-linear dice pool:
- Fudge dice (Fudge);
- Opposed rolls in dice pools (Vampire: The Masquerade)
- Sets of identical-dices values in dice pool
- ORE: One Roll Engine
- roll-and-keep dice pool:
- Roll-and-keep dice pool (L5R)
- Best two roll, and third die effect
- success-counting system:
- Opposed rolls in dice pools (Vampire: The Masquerade)
- roll a dice pool and pick the best:
- Roll a dice pool and pick the best (Silhouette)
- linear dice pool:
- Highest-die dice pool (Prime Directive);
- Additive dice pool (Star Wars WEG)
- system with fixed success chances per die
- roll-and-sum system:
- Both opposing parties roll, add and compare (Tunnels & Trolls)
- percentile dice-based:
- Open-ending roll for PC and NPC (Rolemaster);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Percentile dice-based (Boot Hill);
- Blackjack d100 mechanic (Unknown Armies);
- d666 (In Nomine Satanis/ Magna Veritas);
- Flip-flopping: switch tens and singles of d00 roll (Unknown Armies)
- roll under:
- Roll-under targer number (OD&D)
- open-ended roll:
- Open-ending roll for PC and NPC (Rolemaster)
- d6 minus d6 (+ skill bonus)
- diceless:
- Diceless and deterministic resolution (Amber)
- rock-scissors-paper:
- Speech fight with persuasion & rebuff styles (Dying Earth);
- Rock-Scissors-Paper (Mind Eye Theater);
- Fighting styles have advantages on others like in Rock-Scissors-Paper (Dying Earth);
- Rock-Scissors-Paper for 'coward dueling' (Baron Munchausen)
- craps-like wager rules:
- Craps-like wager rules (Hellywood)
- no randomization:
- No randomization means never enter a fair fight (Amber)
- runes picking as randomizers:
- Rune stone over a player mat (Fate of the Norns: Ragnarok)
- playing cards mechanics:
- 52 playing cards as randomizers (Castle Falkenstein)
- extended conflict:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Escalation to extended conflict (The Shadow of Yesterday);
- Extended skill challenge (D&D4);
- balance two sides of an extended conflict, then decide the authority (Freak's Squeele);
- Jenga tower accumulating pressure until final doom (Dread);
- Changing the physicality of the conflict (Dogs in the Vineyard);
- Gridiron rules for extented conflicts (Unknown Armies 3)
- results mechanics:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- "Let it ride" : no retries, no backsies (Burning Wheel);
- Gamemaster has have every right to overrule the dice at any time (AD&D: DMG);
- Players describe if success, gamemaster describes if failure (InSpectres);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- Success of resolution decides if player or GM has authority to tell the result (Houses of the Blooded);
- Yes/No [and/but...] (Free Universal)
- retry mechanics:
- "Let it ride" : no retries, no backsies (Burning Wheel)
- ranks of results:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- 5 ranks of results: Mishap, Failure, Partial Success, Full Success, Critical Success (Talislanta);
- Yes/No [and/but...] (Free Universal)
- degree of success/failure:
- Degree of success/failure (James Bond 007)
- automatic result
- spending ressources for automatic success
- automatic success if ...
- automatic failure if ...
- success mechanics:
- automatic success if action is funny for players and gamemaster (Toon);
- "Yakuza bets" on throw result to improve success (Les Érrants d'Ukiyo);
- Difficult costy choice for basic success (Apocalypse World);
- add one detail for each bidden dice (Blood and Honor);
- Move (Apocalypse World);
- One success gives one fact or one die (Donjon);
- If success then the player describes consequences, with advantage to the last who talk (Blood and Honor);
- Monologue of Victory (The Pool);
- Success of resolution decides if player or GM has authority to tell the result (Houses of the Blooded);
- Success allows PC to add facts (On Mighty Thews)
- excessive success:
- Excessive success has bad consequences (Libreté);
- If 3+ dice are used then PC gets Fallout dice (Dogs in the Vineyard)
- critical success mechanics:
- Open-ending roll for PC and NPC (Rolemaster);
- "Lucky hit" (OD&D: Empire of the Petal Throne);
- Critics and fumbles (Runequest);
- Roll under but as high as possible for opposed rolls or exact score for critics (Pendragon);
- Detailed random tables for critics and fumbles (Rolemaster)
- critical hit 'lucky hit'
- critics and fumbles
- failure mechanics:
- Accumulative chance of failure with Jenga tower (Dread);
- Story points awarded for deliberate failure (Doctor Who Roleplaying Game);
- Only roll when possibility of interesting failure (Burning Wheel);
- Jenga tower accumulating pressure until final doom (Dread);
- Violence will lead to failure eventually (Lady Rossa);
- Splatter wounds: permanent damages if healing fails (ConspiracyX)
- glitch:
- Glitch happens if half dice rolled are ones (Shadowrun 4)
- glitch if half dice rolled are ones
- critical failure mechanics:
- Critics and fumbles (Runequest);
- Gamemaster and player intrusion mechanic (Numenera);
- Magick system (Chivalry & Sorcery);
- Detailed random tables for critics and fumbles (Rolemaster)
- failing forward:
- "Let it ride" : no retries, no backsies (Burning Wheel);
- Gamemaster and player intrusion mechanic (Numenera)
- dramatic modifiers to resolution:
- Possibility points: as XP or in-game special effects (Torg);
- Poker chips for bonus or injuries, unused turn into XP (Deadlands);
- No randomization means never enter a fair fight (Amber);
- Easy bonus to cool powers leading to awful end (Urban Shadows);
- Relationship Map or Pathways Map (Smallville);
- Forture and Fame points spent to influence success (Top Secret);
- One success gives one fact or one die (Donjon);
- Fighting styles have advantages on others like in Rock-Scissors-Paper (Dying Earth);
- Control die and situation dice (Alternity);
- Armor Class as bonus/malus to attacker (OD&D)
- deck of modifiers:
- Choose a card from your hand to use later only for a miracle (Miles Christi);
- Drama Deck: PC & GM influence play (Torg);
- Whimsy Cards: influence the plot of a story (Ars Magica)
- modifiers for "cool" actions:
- automatic success if action is funny for players and gamemaster (Toon);
- Perversity points awarded when player are amusing/inventive (Paranoia);
- Cinematic actions influence chances of success (Feng Shui);
- Receiving a bonus for 'Surprise maneuver' ie. a cool description (Champions)
- buff mechanics
- bets to push success:
- "Yakuza bets" on throw result to improve success (Les Érrants d'Ukiyo)
- validation mechanics:
- PCs invent fiction clues and are rewarded if matching GM secrets (Sphynx);
- PCs invent rumors, GM decides which is true (Oltrée)
- generative mechanics:
- Approbation dice token given for rewarding narrative creations (Prosopopée)
- inspirational element generation:
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway)
- suggestion of future events:
- Confessional reality-TV-like (InSpectres)
- fixed element generation
- social mechanics:
- Social move is constraining the next GM narration (Cartel);
- Several skills and rules for social situations (James Bond 007);
- Confidence points, alliances, and finally betrayals for all PC (The Mountain Witch);
- Company system: PC belong or control an organization with its own char sheet (Reign);
- Action resolution mechanics based only on social interactions (Panty Explosion);
- Progress of The Sin in the community (Dogs in the Vineyard);
- Speech fight with persuasion & rebuff styles (Dying Earth);
- Social bonds: used/exhausted for not going insane (Delta Green 2016);
- Crew management (Blades in the Dark);
- 3 gamemasters: one opposition, one emotional relationships, one society/hierarchy influences (Polaris: Chivalric Tragedy at Utmost North);
- Family and ancestors generator with family honor, status, birthrights,.. (AD&D: Oriental Adventures);
- Bonds (Apocalypse World);
- Vassal and lord relationships defined (Borderlands);
- Dark secret (Kult);
- Guilds and secret societies of magicians (Ars Magica);
- BPNs: Blueprint News Files missions (SLA Industries);
- Uses domino and a central map (Aux marches du pouvoir);
- Confessional reality-TV-like (InSpectres);
- Honor system (Bushido);
- Social/psychological traits & negative flaws in point-build characters (Champions)
- inevitable high fame can undermine spying ability
- spend money and time to maintain reputation rank
- attracting attention mechanics:
- Several skills and rules for social situations (James Bond 007);
- Crew management (Blades in the Dark)
- maintain career status with downtime activities
- relations between characters mechanics:
- Exchange and permanent loss of attachment tokens (Perdus sous la pluie);
- 3 gamemasters: one opposition, one emotional relationships, one society/hierarchy influences (Polaris: Chivalric Tragedy at Utmost North);
- Relationship Map or Pathways Map (Smallville);
- Bonds (Apocalypse World);
- Vassal and lord relationships defined (Borderlands)
- genealogy mechanics:
- Play dynasties of characters (Empires & Dynasties)
- gain and loss of social status:
- Crew management (Blades in the Dark)
- resource management mechanics:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- Flashback heist mechanic (Blades in the Dark);
- Blood pool fuels magic powers (Vampire: The Masquerade);
- Spells that are only expended on bad rolls (13th Age);
- Crew management (Blades in the Dark);
- Cybernetic implants reduce empathy attribute (Cyberpunk 2013);
- Relationship Map or Pathways Map (Smallville);
- Magic items: attunement and rarity (D&D5);
- Aspect to invoke by the player or to compel by the gamemaster or by the players (FATE);
- Ritual key-phrases structuring game conversation (Polaris: Chivalric Tragedy at Utmost North);
- Magick system (Chivalry & Sorcery);
- Condition dice for traits and equipments (Soulfire);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur);
- Magic item typed bonuses & item slots (D&D3);
- Trauma Team International Prepaid CSAR services (Cyberpunk 2013);
- Spells in matrixes to attune (EarthDawn);
- Usage dice for items (Black Hack)
- monetary mechanics:
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- Crew management (Blades in the Dark);
- Character can start with more experience, or more expertise or more money (Powers & Perils);
- Pay for Life After Death insurance (SLA Industries);
- Trauma Team International Prepaid CSAR services (Cyberpunk 2013)
- budget to acquire stuff:
- Budget for magic items (D&D4)
- followers:
- Play minions trying to escape their master (My Life With Master)
- familiar:
- Play familiars trying to revenge their beloved mistress (The Witch is Dead)
- building, crafting, forging your stuff:
- Players and GM collectively create their village (Beyond the Wall);
- Detailed DIY vehicle systems (Teenage Mutant Ninja Turtles);
- Build your own mecha or spaceship (Mekton);
- PC are toys made up of parts that can be damaged, modified, exchanged, or lost (ThreadBare);
- Mecha creation is more important than pilot character creation (Mechwarriors)
- vehicle mechanics:
- Detailed DIY vehicle systems (Teenage Mutant Ninja Turtles);
- Build your own mecha or spaceship (Mekton);
- Mecha creation is more important than pilot character creation (Mechwarriors)
- base of operations:
- Crew management (Blades in the Dark)
- equipment:
- Cybernetic implants reduce empathy attribute (Cyberpunk 2013);
- El Cheapo items: socially awkward or malfunction on a certain roll number (Deadlands);
- Condition dice for traits and equipments (Soulfire);
- Usage dice for items (Black Hack)
- tracking of character possessions
- flawed possession:
- El Cheapo items: socially awkward or malfunction on a certain roll number (Deadlands);
- Hazardous ghosting and resleeving (GURPS: Transhuman space)
- usage dice:
- Condition dice for traits and equipments (Soulfire);
- Usage dice for items (Black Hack)
- inanimate object:
- Never roll dice against inanimate objects, roll only against people (Technoir)
- meta-currency:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Bennies as plot/drama/karma points (Savage Worlds);
- Approbation dice token given for rewarding narrative creations (Prosopopée);
- Possibility points: as XP or in-game special effects (Torg);
- Poker chips for bonus or injuries, unused turn into XP (Deadlands);
- Clues for free or to buy (Gumshoe system);
- Forture and Fame points spent to influence success (Top Secret);
- Fate points meta-currency (FATE);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur)
- pool of modifiers:
- Confidence points, alliances, and finally betrayals for all PC (The Mountain Witch);
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Bennies as plot/drama/karma points (Savage Worlds);
- Blood pool fuels magic powers (Vampire: The Masquerade);
- Vendetta pool to discard hits taken GM can ask force player to do stupid things for vendetta (Secrets & Lies);
- Possibility points: as XP or in-game special effects (Torg);
- Poker chips for bonus or injuries, unused turn into XP (Deadlands);
- Spending Stress for improving dice pool and effect (Blades in the Dark);
- Karma pool to boost dice pool (Shadowrun);
- Aspect to invoke by the player or to compel by the gamemaster or by the players (FATE);
- Hero Points gained and spent during conflicts, and Survival Points for NPCs (James Bond 007);
- Forture and Fame points spent to influence success (Top Secret);
- Fate points meta-currency (FATE);
- Tarot cards with Luck, Death,... to influence results (Maléfices);
- Forture/Fame points spent by GM to influence success (Top Secret);
- Describing more details gives more dice to roll, but the GM can veto for style (Wushu);
- Brownie points to spend in game (Ghostbusters);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur);
- Magic item typed bonuses & item slots (D&D3)
- pool of bonus and pool of malus:
- Despair/Hope coins (Don't Rest Your Head);
- Dés de Kool/ dés de Krasse (dK System);
- Plot points vs Doom Pool (Marvel Heroic RPG);
- Banes and Boons that cancel each other (Shadow of the Demon Lord)
- refreshing pools:
- Blood pool fuels magic powers (Vampire: The Masquerade);
- Clues for free or to buy (Gumshoe system)
- non-refreshing pools:
- Gamemaster and player intrusion mechanic (Numenera);
- Uses domino and a central map (Aux marches du pouvoir)
- pool of actions:
- Uses domino and a central map (Aux marches du pouvoir)
- reward mechanics:
- Approbation dice token given for rewarding narrative creations (Prosopopée);
- Perversity points awarded when player are amusing/inventive (Paranoia);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- PCs invent fiction clues and are rewarded if matching GM secrets (Sphynx);
- Story points awarded for deliberate failure (Doctor Who Roleplaying Game);
- Players have a main goal and stereotype goals linked to the franchise (Ghostbusters);
- BPNs: Blueprint News Files missions (SLA Industries);
- Uses domino and a central map (Aux marches du pouvoir);
- Brownie points to spend in game (Ghostbusters);
- Artha awarding procedures when completion of play (Burning Wheel)
- item collected
- material and social rewards
- special item collected
- game world advantage
- social status:
- Uses domino and a central map (Aux marches du pouvoir)
- social contact:
- Crew management (Blades in the Dark)
- access to source of information
- Faction in debt
- NPC in debt
- Karma points rewarded for heroic behavior\following Silver Age comic book codes
- experience point spending
- XP spends for improvements
- XP spends for temporary advantages
- monetary reward
- gain of experience points:
- Possibility points: as XP or in-game special effects (Torg);
- Poker chips for bonus or injuries, unused turn into XP (Deadlands);
- Gamemaster and player intrusion mechanic (Numenera);
- Bonds (Apocalypse World)
- character experience point:
- Loss of experience points (AD&D)
- XP-for-gold system
- reward mechanisms push players to take unneeded risks
- gamified XP system
- XP for skill use and training
- mark XP at every failure
- XP distributed at beginning (can be consumed in game)
- approbation mechanics:
- Approbation dice token given for rewarding narrative creations (Prosopopée);
- Gamemaster and player intrusion mechanic (Numenera);
- Frustration token taken when a player is feeling he is not listened (The Quiet Year);
- Friendship gems (My Little Pony RPG);
- Uses domino and a central map (Aux marches du pouvoir);
- Confessional reality-TV-like (InSpectres)
- avoidance mechanics:
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen);
- Using a Fate point to survive anything (Warhammer FRP);
- Hero Points gained and spent during conflicts, and Survival Points for NPCs (James Bond 007);
- No dodging (Into The Odd);
- Some hit points come from plot armor [high level expert NPC has more hit points] (D&D3)
- immunity
- using a destiny point:
- Using a Fate point to survive anything (Warhammer FRP);
- Destiny & Resilience tracks (Warhammer FRP 4);
- Hero Points gained and spent during conflicts, and Survival Points for NPCs (James Bond 007)
- more than one character:
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- 3 PCs per player (Dark Sun);
- Each player has 6 clones (Paranoia);
- A player has a main character and multiple supporting characters (Star Trek Adventures)
- game over reversal:
- Replace a dead PC by a related NPC (Torchbearer);
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- 3 PCs per player (Dark Sun);
- "Cheat death" and "McGuffin" skills (Timelord);
- Play your dead PC sheets (Post Mortem);
- Hero Points gained and spent during conflicts, and Survival Points for NPCs (James Bond 007);
- Bargain with Death (Dungeon World);
- Each player has 6 clones (Paranoia);
- Hazardous ghosting and resleeving (GURPS: Transhuman space);
- Reincarnate & Raise Dead spells (OD&D);
- PC never dies (Toon);
- Pay for Life After Death insurance (SLA Industries);
- If a PC dies then a new PC more powerful is created to replace and lead the others (Hollow Point);
- Resurrection spell (AD&D: PHB)
- saving throws:
- Passive [/no] saving throws (D&D4);
- 3 saving throws : speed, will, health (Bushido);
- Universal method-of-avoidance by saving throws (D&D3);
- Resistance rolls (Blades in the Dark);
- Hardiness ability: counter some unfair magical attacks (AD&D2.5);
- Saving roll as stunt (Tunnels & Trolls);
- Saving throws (OD&D);
- Save or die/ Rocks fall, everyone dies (Tomb of Horrors)
- dodge mechanics
- 3 saving throws (speed, will, health)
- parry
- plot armor:
- Some hit points come from plot armor [high level expert NPC has more hit points] (D&D3)
- armor:
- Roll under attack score but above opposing armor (White Hack);
- THAC0 (AD&D2);
- Mega armors/ Mega damages (Rifts)
- gameplay:
- Urge to follow strict rules (AD&D: PHB);
- Mecha creation is more important than pilot character creation (Mechwarriors)
- player requirements
- players have different or alternative character roles:
- Players and GM collectively create their village (Beyond the Wall);
- Players interpret collectively a central PC, and one PC each (Magistrats & Manigances);
- Each player plays one character (Blackmoor);
- Each player has 6 clones (Paranoia);
- Each player has one or more characters (Ars Magica);
- Players collectively create their household, then with the remaining points they create their characters (Orkworld);
- A player has a main character and multiple supporting characters (Star Trek Adventures)
- each player plays several characters
- each player is GMing one important setting element and elements change hands when certain conditions are met
- maturity requirements
- age requirements:
- 5 year old age requirements (Pequenos Detectives de Monstruos)
- gamemaster needs to be a figure of authority (adult, dad, pastor...)
- all players play one character:
- Players interpret collectively a central PC, and one PC each (Magistrats & Manigances)
- number of players requirements
- player characters group dynamics:
- Perversity points awarded when player are amusing/inventive (Paranoia);
- Confessional reality-TV-like (InSpectres)
- betrayal:
- Confidence points, alliances, and finally betrayals for all PC (The Mountain Witch);
- Treasonous PvP (Paranoia)
- lying:
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen)
- abuse:
- Play minions trying to escape their master (My Life With Master);
- Encourage to molest other PCs (Maid)
- dual play:
- One PC is a possessed weapon, another PC is its holder (Bloodlust);
- Each PC has a shadow/dark side, controlled by another player (Wraith: The Oblivion)
- teamwork:
- Solo/Buddy/Team affiliations (Marvel Heroic RPG);
- Crew management (Blades in the Dark);
- Solo/Squad modes (Deathwatch)
- bluff:
- Action cards with bluff on initiative (Paranoia: Red Clearance)
- group mechanics:
- Solo/Buddy/Team affiliations (Marvel Heroic RPG);
- Approbation dice token given for rewarding narrative creations (Prosopopée);
- Crew management (Blades in the Dark);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Solo/Squad modes (Deathwatch);
- Relationship Map or Pathways Map (Smallville);
- Franchise dice pool for the group (InSpectres);
- Artha awarding procedures when completion of play (Burning Wheel)
- competition:
- Uses domino and a central map (Aux marches du pouvoir);
- Treasonous PvP (Paranoia)
- safety of the game space:
- Colon or native characters: their players have different authority on fiction (Dog Eat Dog)
- pushing boundaries:
- Exploration of player/character consents (Poison'd);
- Encourage to molest other PCs (Maid);
- Dark secret (Kult)
- safety mechanics:
- Frustration token taken when a player is feeling he is not listened (The Quiet Year);
- Stop and skip what's played in the scene as a silent 'safe word' (XCard)
- fairness:
- No randomization means never enter a fair fight (Amber)
- fairness favors characters
- perfect fairness for all
- game session playstyle
- pre-game
- introduction or recapitulation
- role and play exercices
- game preparations
- uncodfied rituals
- saying the session ends
- Giving experience points at the end of the session
- saying the session starts
- questioning mechanics:
- PC narrates a regret and answers other PCs questions (Headspace)
- after game
- gamemaster taking some players aside
- pausing the game
- metagame:
- Consensus reality is a metaphor of the shared players experience (Mage: The Ascension)
- parody:
- Mechanics parodying RPG gaming habits (Hackmaster)
- play to lose:
- Play to lose (Never tell me the odds);
- Story points awarded for deliberate failure (Doctor Who Roleplaying Game);
- Inevitable and tragic endgame (Polaris: Chivalric Tragedy at Utmost North);
- Jenga tower accumulating pressure until final doom (Dread)
- breaking the 4th wall:
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen);
- Players play themselves (The End of the World);
- Confessional reality-TV-like (InSpectres);
- Mechanics parodying RPG gaming habits (Hackmaster)
- participants dynamics at the table:
- Exploration of player/character consents (Poison'd);
- Players and characters share ideas and emotions collectively (Headspace);
- Frustration token taken when a player is feeling he is not listened (The Quiet Year);
- Consensus reality is a metaphor of the shared players experience (Mage: The Ascension)
- irony or sarcasm:
- Mechanics parodying RPG gaming habits (Hackmaster)
- game journaling and notebooking
- frame-within-a-frame:
- Frame-within-a-frame (RĂŞve de dragon);
- Intergame session is explained in game by "greydreaming" (RĂŞve de dragon)
- player characters are dreamt by dragons, like they are played by players
- adventure design
- referee designs his own adventure:
- Referee designs his own adventure (Free Kriegsspiel movement);
- Referee designs his own adventure (Braunstein);
- Referee designs his own adventure (Strategos);
- Referee designs his own adventure (Blackmoor)
- referee hacks or adapts an existing adventure
- win conditions
- no win conditions
- level-up: substitute for victory
- personification:
- Players play themselves (The End of the World);
- Players personify their characters (Blackmoor)
- players interpret or act as their characters:
- Players personify their characters (Blackmoor)
- players design their own characters:
- Players design their own characters (Blackmoor)
- Focus on character rather than strategy:
- Focus on character rather than strategy(Blackmoor)
- rules adaptation
- selecting rules
- reverse-engineering
- urge to follow strict rules:
- Urge to follow strict rules (AD&D: PHB)
- ignoring rules
- referees tinker their own system:
- Referees tinker their own system (Blackmoor);
- actively encourages players to own the rules, to tinker, to playtest (Arduin)
- hacking rules
- simplifying rules
- complexifying rules
- game over conditions
- TPK:
- TPK is a baseline (Lamentations of the Flame Princess);
- Endgame when one character is left (Perdus sous la pluie);
- Killer dungeon (Tomb of Horrors);
- Save or die/ Rocks fall, everyone dies (Tomb of Horrors)
- owl#Thing
- narrative authority:
- Approbation dice token given for rewarding narrative creations (Prosopopée);
- balance two sides of an extended conflict, then decide the authority (Freak's Squeele)
- tone or diegetic style:
- Vertigo of flashback and flashforward scenes (Odyssea);
- Choose colour or style of the gameplay (Neuroshima);
- TPK is a baseline (Lamentations of the Flame Princess);
- Perilous, Discovery & Rogue phases (Spycraft);
- Roll for Jovial or Glum scene tone (Swords without Masters);
- Monologue of Victory (The Pool);
- Describing more details gives more dice to roll, but the GM can veto for style (Wushu);
- Treasonous PvP (Paranoia);
- Moral or Mysteries story elements on a roll of 3 (Swords without Masters)
- unified resolution system:
- Unified resolution system (GURPS);
- Universal method-of-avoidance by saving throws (D&D3);
- Unified resolution system for fight and skills (Runequest);
- Unified resolution system (Traveller)
- universal resolution table:
- Universal resolution table (Marvel SuperHero);
- "Charte angoumoise" (Runes Magazine);
- D12 rolled and crossref with difficulty in a unique table (Dark Realms)
- generic resolution system
- assymetry of the rules:
- Action resolution mechanics based only on social interactions (Panty Explosion);
- Colon or native characters: their players have different authority on fiction (Dog Eat Dog);
- PCs have differents rule set than NPCs (DragonRaid);
- Luck can reverse a previous contest (Dallas);
- There is different rules depending if it is for kicking mooks or important villains (Feng Shui)
- gamemaster authority:
- Vendetta pool to discard hits taken GM can ask force player to do stupid things for vendetta (Secrets & Lies);
- Gamemaster and player intrusion mechanic (Numenera);
- "Hunted" flaw: PC tell the nature/frequency of a villain, GM choose appearance and play him (Champions);
- Success of resolution decides if player or GM has authority to tell the result (Houses of the Blooded)
- turning gamemastering:
- 3 gamemasters: one opposition, one emotional relationships, one society/hierarchy influences (Polaris: Chivalric Tragedy at Utmost North);
- Every scene a turning player plays versus the other players who become gamemasters (Perdus sous la pluie);
- Giving authority over distinct parts of the world to different people (Belonging outside Belonging);
- Troup-style play (Ars Magica);
- Rotating the gamemaster role each scene (Lovecraftesque);
- Fractal timeline to built together (Microscope)
- gamemaster is the boss:
- Gamemaster has have every right to overrule the dice at any time (AD&D: DMG);
- gamemaster has final decision, not the players' not the rules' (D&D Moldvay)
- rule zero : gamemaster has final say:
- Rule zero: gamemaster has final say (Vampire: The Masquerade)
- anything can be attempted:
- anything can be attempted (Braunstein);
- anything can be attempted (Free Kriegsspiel movement);
- anything can be attempted (Blackmoor);
- anything can be attempted (Strategos)
- rules adaptation
- selecting rules
- reverse-engineering
- urge to follow strict rules:
- Urge to follow strict rules (AD&D: PHB)
- ignoring rules
- referees tinker their own system:
- Referees tinker their own system (Blackmoor);
- actively encourages players to own the rules, to tinker, to playtest (Arduin)
- hacking rules
- simplifying rules
- complexifying rules
- information asymmetry
- incomplete information:
- Each player defines a dark secret he doesn't reveal, even to the gamemaster, and can used how he wants (The Mountain Witch);
- Incomplete information (Strategos);
- Incomplete information (Blackmoor);
- Magical 'Flow' character attribute kept secret from player (Maléfices);
- Incomplete information (Free Kriegsspiel movement);
- PCs invent fiction clues and are rewarded if matching GM secrets (Sphynx);
- Incomplete information (Braunstein)
- not everything about a character is known by its player:
- Magical 'Flow' character attribute kept secret from player (Maléfices);
- Dark secret (Kult)
- not everything is known by the gamemaster:
- Each player defines a dark secret he doesn't reveal, even to the gamemaster, and can used how he wants (The Mountain Witch);
- Plot mapping : gamemaster and players learns the plot as they play (Technoir)
- complete information
- imperfect information
- perfect information
- group shared authority:
- Setting is fleshed out by GM and PC in the course of play (13th Age)
- some elements of the world (factions, NPCs,...) belong to a player:
- Giving authority over distinct parts of the world to different people (Belonging outside Belonging);
- Troup-style play (Ars Magica)
- negotiation with a stick:
- Negotiation with a stick (In a Wicked Age) (Poison'd)
- adversarial shared authority:
- Social move is constraining the next GM narration (Cartel);
- Colon or native characters: their players have different authority on fiction (Dog Eat Dog);
- Vendetta pool to discard hits taken GM can ask force player to do stupid things for vendetta (Secrets & Lies);
- Players describe if success, gamemaster describes if failure (InSpectres);
- Relationship Map or Pathways Map (Smallville);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- "Stump the opponent" (Baron Munchausen);
- Tag other PC with aspects (Monsterhearts 2);
- If success then the player describes consequences, with advantage to the last who talk (Blood and Honor);
- Uses domino and a central map (Aux marches du pouvoir);
- Wagering during the PC vs PC move (Blightburg)
- success of resolution decides if player or GM has authority to tell the result
- creating limits for other participants:
- Social move is constraining the next GM narration (Cartel)
- advantage to the last who talk:
- If success then the player describes consequences, with advantage to the last who talk (Blood and Honor)
- each players can GM side-stories of the campaign
- mutual agreement between participants
- mutual agreement between two players:
- Bonds (Apocalypse World)
- completeness of the rules
- incomplete rules:
- Incomplete rules by nature (Blackmoor)
- voluntary limitness of the rules:
- No dodging (Into The Odd)
- complete rules
- player authority:
- Progress Track intended to be filled – the player decides when it’s time to conclude it (Ironsworn)
- information added by player:
- PCs design elements of the story (Wilderness of Mirrors);
- PCs invent fictional fear, GM escalate from it toward more horror (Bluebeard's Bride);
- add one detail for each bidden dice (Blood and Honor);
- Players define an antagonist NPC for the future sessions (Mutant Year Zero);
- PC narrates a regret and answers other PCs questions (Headspace);
- "Hunted" flaw: PC tell the nature/frequency of a villain, GM choose appearance and play him (Champions);
- Players invent the clues (InSpectres);
- Bid coins to add facts to the game (Universalis);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils);
- One success gives one fact or one die (Donjon);
- Confessional reality-TV-like (InSpectres);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur);
- PCs invent rumors, GM decides which is true (Oltrée);
- Success allows PC to add facts (On Mighty Thews)
- PCs decide the consequences of the clue
- Success allows PC to add facts
- player takes control:
- Choose a card from your hand to use later only for a miracle (Miles Christi);
- Gamemaster and player intrusion mechanic (Numenera);
- Everything happen exactly how players describe it (Wushu);
- Stop and skip what's played in the scene as a silent 'safe word' (XCard);
- Wager mechanics: player takes control of game & world (OcTane)
- Bloody vs Test: fast-forward combats
- game material component
- uses die:
- Approbation dice token given for rewarding narrative creations (Prosopopée)
- uses dice with special icon(s):
- Unique icons set of dice (Warhammer FRP 3);
- Ghost dice (Ghostbusters);
- Fudge dice (Fudge)
- uses polyhedral dice (d4.d6.d8.d12.d20):
- Polyhedral dice: d4.d6.d8.d12.d20 (OD&D);
- Usual polyhedral dice + Zocchi dice set: d3, d5, d7, d14, d16, d24 & d30 (Dungeon Crawl Classic)
- Zocchi dice:
- Usual polyhedral dice + Zocchi dice set: d3, d5, d7, d14, d16, d24 & d30 (Dungeon Crawl Classic)
- diceless (no randomizer)
- uses chess board and pieces:
- Chess board and pieces (Vade+Mecum)
- uses game mat
- uses player mat:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Player mat (Fate of the Norns: Ragnarok)
- uses playing cards:
- 52 playing cards as randomizers (Castle Falkenstein);
- Randomized narrator: whoever win a card game decide the content and the end of a scene (Dust Devils)
- uses a special dedicated set of cards:
- Reaction cards can be used even if PC dead (Paranoia: Red Clearance);
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Action cards with bluff on initiative (Paranoia: Red Clearance);
- Drama Deck: PC & GM influence play (Torg);
- Whimsy Cards: influence the plot of a story (Ars Magica)
- uses zener cards:
- Zener cards (ConspiracyX)
- uses a regular set of 52 cards:
- Regular 52 set of poker cards for initiative, huckster spells, etc. (Deadlands)
- uses tarot cards:
- Tarot cards with Luck, Death,... to influence results (Maléfices)
- game publishing model
- self-published game
- published by a company
- licensed game:
- Licensed game (Dallas)
- transmedia franchise
- another game license
- homebrew
- uses pen and paper
- uses token:
- Bennies as plot/drama/karma points (Savage Worlds);
- Frustration token taken when a player is feeling he is not listened (The Quiet Year);
- Friendship gems (My Little Pony RPG)
- uses poker chip:
- Poker chips for bonus or injuries, unused turn into XP (Deadlands)
- uses colored bead
- uses rune:
- Rune stone over a player mat (Fate of the Norns: Ragnarok)
- uses computer
- software
- database
- tool
- online software
- email
- locally installed
- hardware
- table flat screen
- projector
- uses domino:
- Uses domino and a central map (Aux marches du pouvoir)
- uses Jenga tower:
- Accumulative chance of failure with Jenga tower (Dread);
- Jenga tower accumulating pressure until final doom (Dread)
- uses gamemaster screen:
- Gamemaster shield (Judge Guild)
- uses drinks
- uses alcoholic beverages:
- If caught lying then correct the story, or ignore and drink a glass of beer (Baron Munchausen)
- uses props
- uses music
- uses object
- uses rune:
- Rune stone over a player mat (Fate of the Norns: Ragnarok)
- pendant
- badge
- statue
- uses ambient sounds
- uses printed game aids
- uses character sheet:
- Play your dead PC sheets (Post Mortem);
- Character sheet (Alarums & Excursions)
- uses annexes to character sheet:
- Company system: PC belong or control an organization with its own char sheet (Reign)
- uses character diary:
- A notebook as character sheet (Sailor Moon);
- Players keep an in-character diary (Castle Falkeinstein)
- uses a group sheet:
- Covenant sheet (Ars Magica);
- Crew management (Blades in the Dark);
- Party sheet allows sharing PC talents with party (Warhammer FRP 3)
- uses a living room or a kitchen table
- game rules format
- one-page RPG:
- One-page RPG (The Witch is Dead)
- game supplement
- boxed set
- book
- nano-game:
- Nano-game (200 Word RPG challenge);
- 200 Word RPG challenge (misc);
- Nano-game (Vast and Starlit)
- hardcover
- paperback
- binder
- uses map:
- PC virtues are 'poles' on the map (On Mighty Thews)
- point crawl map
- square grid map
- board map:
- Board map (Aux marches du pouvoir)
- keyed map
- location keyed illustration:
- Location keyed illustration (Tomb of Horrors)
- hexed map:
- Highdreaming: navigate a matrix map of magical zones to cast a spell (RĂŞve de dragon)
- uses a big central map on the table:
- Relationship Map or Pathways Map (Smallville);
- Uses domino and a central map (Aux marches du pouvoir);
- Big central map on the table (Braunstein)
- game design qualifiers
- renown for this mechanic or element:
- Special dedicated set of cards for Karma, Drama and Fortune: character creation, action resolution, and inspiring narrative (Everway);
- Universal resolution table (Marvel SuperHero);
- Unified resolution system (GURPS);
- Faction mechanics (A Song of Ice and Fire);
- Investigation (Call of Cthulhu);
- Dice rolled in various tables at key moments (Fiasco);
- Cybernetic implants reduce empathy attribute (Cyberpunk 2013);
- Outdoor adventure (Chivalry & Sorcery);
- Point-buy system (GURPS);
- Clues for free or to buy (Gumshoe system);
- Rock-Scissors-Paper (Mind Eye Theater);
- Detailed and precise rules (Rolemaster);
- Jenga tower accumulating pressure until final doom (Dread);
- City crawl (City-State of the Invincible Overlord);
- Cinematic actions influence chances of success (Feng Shui);
- Life-path character creation (Traveller);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- principle:
- "Let it ride" : no retries, no backsies (Burning Wheel);
- Failing forward (Apocalypse World);
- Infinite worldbuilding constrained by 3 principles: the Rule-of-Three, the Unity of Rings, and the Center of All (Planescape);
- Only roll when possibility of interesting failure (Burning Wheel);
- GM has to facilitate a funny game experience (Toon)
- gameworld narrative rules:
- Doing the suggested thing always kills you (Lamentations of the Flame Princess);
- TPK is a baseline (Lamentations of the Flame Princess);
- Infinite worldbuilding constrained by 3 principles: the Rule-of-Three, the Unity of Rings, and the Center of All (Planescape);
- Violence will lead to failure eventually (Lady Rossa)
- gamemaster Agenda & Principles:
- Gamemaster Agenda & Principles (Apocalypse World);
- GM has to facilitate a funny game experience (Toon);
- GM has to crush all fun ideas of players (My Life With Master)
- framework:
- IIEE : Intention, Initiation, Execution, Effect (Rock of Tahamaat)
- rule system
- game operator
- semantifying operator
- opérateur d'ajout
- quantifying operator:
- Hit points strictly symbolize health (Runequest);
- Bonds (Apocalypse World);
- Hit points symbolize health, experience & luck (Miles Christi)
- substitution operator:
- Replace a dead PC by a related NPC (Torchbearer);
- Action resolution mechanics based only on social interactions (Panty Explosion);
- Bonds (Apocalypse World);
- Flip-flopping: switch tens and singles of d00 roll (Unknown Armies);
- If a PC dies then a new PC more powerful is created to replace and lead the others (Hollow Point)
- opérateur d'occultation
- splitting operator
- sequencing operator
- opérateur de fusion
- procedure:
- Scripts for torturing captured PCs (James Bond 007)
- typology
- first of its kind:
- Point-build character (Fantasy Trip);
- Secret level (Steading of the Hill Giant Chief);
- Licensed game (Dallas);
- Abilities determine dice size (Sovereign Stones);
- PC has 'One Unique Thing': anything without direct mechanics (13th Age);
- Forture and Fame points spent to influence success (Top Secret);
- Character sheet (Alarums & Excursions);
- Jenga tower accumulating pressure until final doom (Dread);
- GM has to facilitate a funny game experience (Toon);
- First dice pool (Ghostbusters);
- Unique icons set of dice (Warhammer FRP 3);
- Gamemaster shield (Judge Guild);
- First adventure based on investigation (Traveller: Twilight Peak);
- City crawl (City-State of the Invincible Overlord);
- First investigation in a D&D module (Against The Cult of the Reptile God);
- Chess board and pieces (Vade+Mecum);
- Saving throws (OD&D);
- Planar crawling (Queen of the Demonweb Pits);
- Hit location (OD&D: Blackmoor);
- Basic and advanced rules (Boot Hill);
- Life-path character creation (Traveller);
- Location keyed illustration (Tomb of Horrors)
- adventure and setting
- system-neutral setting:
- System-neutral setting (Hârn)
- challenge:
- Fronts as a collection of threats and challenges (Apocalypse World)
- social interaction:
- Confidence points, alliances, and finally betrayals for all PC (The Mountain Witch);
- Exchange and permanent loss of attachment tokens (Perdus sous la pluie);
- Speech fight with persuasion & rebuff styles (Dying Earth);
- Vassal and lord relationships defined (Borderlands)
- focus on players interactions:
- Focus on players interactions more than the module (Vampire: The Masquerade)
- investigation:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Investigation (Call of Cthulhu);
- Clues for free or to buy (Gumshoe system);
- First adventure based on investigation (Traveller: Twilight Peak);
- First investigation in a D&D module (Against The Cult of the Reptile God)
- automatic clue acquisition:
- Clues for free or to buy (Gumshoe system)
- characters need to find clues
- chasing clues:
- PCs invent fiction clues and are rewarded if matching GM secrets (Sphynx)
- players invent the clues:
- PCs invent fiction clues and are rewarded if matching GM secrets (Sphynx);
- Players invent the clues (InSpectres)
- unveiling secrets of the setting
- combat:
- Roll under attack score but above opposing armor (White Hack);
- THAC0 (AD&D2);
- Psionic sub-game (AD&D: PHB);
- Bloody vs Test: fast-forward combats (Burning Wheel);
- Speech fight with persuasion & rebuff styles (Dying Earth);
- Shaken status is a loss of action and is a substitute for HP loss (Savage Worlds);
- Subsystem for 1-on-1 duel (L5R);
- Non-violence enforced through initiative system (Doctor Who Roleplaying Game);
- Unified resolution system for fight and skills (Runequest);
- Fighting styles have advantages on others like in Rock-Scissors-Paper (Dying Earth);
- No dodging (Into The Odd);
- Rock-Scissors-Paper for 'coward dueling' (Baron Munchausen);
- Hex based combat (Fantasy Trip)
- weaponless martial art system:
- Weaponless martial art system (Bunnies & Burrows)
- exploration
- dungeon crawling:
- Dungeon crawling (Blackmoor);
- Elegant retcon of the weird original dungeon designs (Return to the Tomb of Horrors)
- killer dungeon:
- Doing the suggested thing always kills you (Lamentations of the Flame Princess);
- Elegant retcon of the weird original dungeon designs (Return to the Tomb of Horrors);
- Killer dungeon (Tomb of Horrors);
- Funnel (Dungeon Crawl Classic)
- secret level:
- Secret level (Steading of the Hill Giant Chief)
- dungeon-zoo:
- Elegant retcon of the weird original dungeon designs (Return to the Tomb of Horrors);
- Dungeon-zoo (Palace of the Vampire Queen)
- megadungeon
- point crawl:
- Board map (Aux marches du pouvoir)
- outdoor adventure:
- Outdoor adventure (Chivalry & Sorcery);
- Outdoor adventure (Isle of Dread)
- hexcrawl:
- Hexcrawl sandbox, but with 'invisible walls' (DragonLance)
- sandbox:
- Hexcrawl sandbox, but with 'invisible walls' (DragonLance)
- planar crawling:
- Planar crawling (Queen of the Demonweb Pits)
- city crawl:
- City crawl (City-State of the Invincible Overlord)
- plot hooks:
- Dark secret (Kult)
- monster:
- Play monsters prying on adventurers (Monsters Monsters);
- PCs can be monsters (Runequest);
- Challenge rating for monsters (D&D3)
- seriality of adventure
- replays: transcripts of RPG sessions:
- Replays: transcripts of RPG sessions (Records of Lodoss War)
- stand-alone adventure
- series of modules
- open table:
- Dynamic dungeon-crawl for episodic play of any available players interactions of multiple groups of players (Dead in Thay)
- series of non-connected modules
- campaign:
- Players define an antagonist NPC for the future sessions (Mutant Year Zero);
- Play dynasties of characters (Empires & Dynasties)
- thematic campaign:
- adventure path (The Shackled City);
- adventure path (Pathfinder);
- Pre-gen characters with complex backgrounds tight to the setting (DragonLance);
- Play at different era and watch long term evolution of PCs (Undying);
- Spend points to link your background to the campaign, and receive the corresponding lore sheet (Weapons of the Gods)
- worldbuilding:
- Infinite worldbuilding constrained by 3 principles: the Rule-of-Three, the Unity of Rings, and the Center of All (Planescape);
- Worldbuilding (Dawn of Worlds);
- New edition is explained in game as a cataclysm (Forgotten Realms);
- Interactive campaign plotline curated from the fan feedbacks (Torg);
- Fractal focus to build a timeline for worldbuilding (Microscope)
- "in game" mechanics:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase);
- Banality track (Changeling: The Dreaming);
- Generic pre-made character template to tweak (Star Wars WEG);
- A notebook as character sheet (Sailor Moon);
- Non-violence enforced through initiative system (Doctor Who Roleplaying Game);
- Players keep an in-character diary (Castle Falkeinstein);
- Pre-gen characters with complex backgrounds tight to the setting (DragonLance);
- Players and characters share ideas and emotions collectively (Headspace);
- PC has 'One Unique Thing': anything without direct mechanics (13th Age);
- Intergame session is explained in game by "greydreaming" (RĂŞve de dragon);
- New edition is explained in game as a cataclysm (Forgotten Realms);
- Tarot cards with Luck, Death,... to influence results (Maléfices);
- The setting changes at the end of the campaign (Nephilim : Chroniques de l'Apocalypse);
- Hazardous ghosting and resleeving (GURPS: Transhuman space);
- Regular 52 set of poker cards for initiative, huckster spells, etc. (Deadlands);
- PCs are the TV characters (Dallas);
- Confessional reality-TV-like (InSpectres);
- PC can play their background as flashbacks (Nephilim);
- Spend points to link your background to the campaign, and receive the corresponding lore sheet (Weapons of the Gods);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur);
- Pay for Life After Death insurance (SLA Industries);
- d666 (In Nomine Satanis/ Magna Veritas);
- Trauma Team International Prepaid CSAR services (Cyberpunk 2013);
- Receiving a bonus for 'Surprise maneuver' ie. a cool description (Champions);
- Highdreaming: navigate a matrix map of magical zones to cast a spell (RĂŞve de dragon)
- worldbuilding archetypes:
- Infinite worldbuilding constrained by 3 principles: the Rule-of-Three, the Unity of Rings, and the Center of All (Planescape);
- Historical NPCs are generic figures like the king, the cardinal,... (Mordiou);
- Emulate the literary style of Lovecraft (Call of Cthulhu)
- Infinite gameworld constrains by 3 principles (the Rule-of-Three, the Unity of Rings, and the Center of All)
- Clichés and tropes of Chinese action movies
- participants contribute to the setting
- fandom contributes to the worldbuilding:
- Interactive campaign plotline curated from the fan feedbacks (Torg);
- Setting changes depending on CCG tournament results (L5R)
- players contribute at the creation of the setting:
- Players define an antagonist NPC for the future sessions (Mutant Year Zero);
- Players collectively create their household, then with the remaining points they create their characters (Orkworld)
- players contribute to the evolution of the setting:
- Giving authority over distinct parts of the world to different people (Belonging outside Belonging)
- fixed and detailed world:
- Encyclopedic details (Hârn);
- Fixed and detailed world (Runequest);
- Complex and rich pantheons (Cults of Prax)
- evolution of the setting:
- Setting changes depending on CCG tournament results (L5R);
- Wager mechanics: player takes control of game & world (OcTane)
- an option disappear in the following edition:
- No assassin (AD&D2)
- reboot of the setting:
- Reboot of the setting (Vampire: The Requiem)
- new edition cataclysm:
- New edition is explained in game as a cataclysm (Forgotten Realms);
- The setting changes at the end of the campaign (Nephilim : Chroniques de l'Apocalypse)
- timeline:
- Interactive campaign plotline curated from the fan feedbacks (Torg);
- Play at different era and watch long term evolution of PCs (Undying);
- Fractal timeline to built together (Microscope);
- Fractal focus to build a timeline for worldbuilding (Microscope);
- Setting changes depending on CCG tournament results (L5R)
- interactive campaign plotline (curated from the fan feedbacks)
- no timeline:
- No official timeline, same starting point (Hârn)
- setting is fleshed out in the course of play:
- Setting is fleshed out by GM and PC in the course of play (13th Age);
- Plot mapping : gamemaster and players learns the plot as they play (Technoir)
- game played changes the setting:
- Narrative influence on the campaign (The Drow War);
- Outcomes of key scenes can influence the campaign (Nephilim: Arthuriades)
- creation of the setting on the fly:
- Players and GM collectively create their village (Beyond the Wall);
- Zero prep campaign creation (Beyond the Wall);
- No continuity between adventure locations (RĂŞve de dragon);
- Fractal timeline to built together (Microscope);
- Players collectively create their household, then with the remaining points they create their characters (Orkworld)
- retcon:
- Elegant retcon of the weird original dungeon designs (Return to the Tomb of Horrors);
- "Ubik": players drop tokens later used by DM against them as hallucinations (RétroFutur)
- setting ecosystem mechanics:
- Progress of The Sin in the community (Dogs in the Vineyard);
- Detailed rules for carousing, social and economics (Nightmares Underneath)
- location:
- Relationship Map or Pathways Map (Smallville);
- No continuity between adventure locations (RĂŞve de dragon);
- Players collectively create their household, then with the remaining points they create their characters (Orkworld)
- predefined locations
- detailed location:
- Detailed location (Steading of the Hill Giant Chief)
- lightly detailed location:
- One-line note for each room (OD&D: Greyhawk)
- geographical or local limits:
- Hexcrawl sandbox, but with 'invisible walls' (DragonLance)
- traveling mechanics:
- Back up your PC in game by sleaving/ egocasting into new body (Eclipse Phase)
- procedurally generated location:
- Infinite worldbuilding constrained by 3 principles: the Rule-of-Three, the Unity of Rings, and the Center of All (Planescape)
- non-player character NPC:
- Replace a dead PC by a related NPC (Torchbearer);
- Players define an antagonist NPC for the future sessions (Mutant Year Zero);
- PCs have differents rule set than NPCs (DragonRaid);
- Relationship Map or Pathways Map (Smallville);
- Vassal and lord relationships defined (Borderlands);
- There is different rules depending if it is for kicking mooks or important villains (Feng Shui);
- Historical NPCs are generic figures like the king, the cardinal,... (Mordiou);
- Some hit points come from plot armor [high level expert NPC has more hit points] (D&D3)
- boss:
- "Hunted" flaw: PC tell the nature/frequency of a villain, GM choose appearance and play him (Champions);
- There is different rules depending if it is for kicking mooks or important villains (Feng Shui)
- mook:
- There is different rules depending if it is for kicking mooks or important villains (Feng Shui)
- genre
- fantasy
- science fiction:
- First adventure based on investigation (Traveller: Twilight Peak)
- humour:
- Players have a main goal and stereotype goals linked to the franchise (Ghostbusters);
- Confessional reality-TV-like (InSpectres);
- Ghost dice (Ghostbusters);
- Mechanics parodying RPG gaming habits (Hackmaster)
- horror:
- PCs invent fictional fear, GM escalate from it toward more horror (Bluebeard's Bride)
- dark
- historical setting:
- Historical NPCs are generic figures like the king, the cardinal,... (Mordiou)
- urban fantasy
- game semantics components
- text qualifier:
- Abilities: verbs and domains instead of numbers (RétroFutur)
- free-form text:
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Abilities: verbs and domains instead of numbers (RétroFutur)
- freeform power rating:
- DIY free-form traits (Ghostbusters);
- Abilities: verbs and domains instead of numbers (RétroFutur)
- controlled vocabulary text:
- Abilities: verbs and domains instead of numbers (RétroFutur);
- An aspect or power can be versatile, potent & frequent (Everway);
- Verbal scale (Fudge)
- list
- game text
- tables:
- Dice rolled in various tables at key moments (Fiasco);
- Detailed random tables for critics and fumbles (Rolemaster)
- bibliography of inspirations
- boxed text descriptions for the DM to read:
- Boxed text descriptions for the DM to read (The Hidden Shrine of Tamoachan)
- headmast
- epigraph
- game design citations
- stat block
- index
- term used
- game master
- role-playing game
- rules granularity
- basic and advanced rules:
- Basic and advanced rules (Boot Hill)
- generic core rules with specific genre modular rules:
- Generic core rules with specific genre modular rules (Worlds of Wonder)
- optional rules:
- Optional rules (AD&D2)
- simple rules:
- Simple rules (Ghostbusters);
- Verbal scale (Fudge);
- Stop and skip what's played in the scene as a silent 'safe word' (XCard);
- Yes/No [and/but...] (Free Universal)
- abstract rules:
- Abstract distances and positioning (13th Age);
- Abstract chasing positions (Spycraft);
- Abstract rules (Blackmoor);
- Abstract rules (Everway);
- Abstract character generation (Everway)
- detailed, precise, complex rules:
- Detailed and precise rules (Rolemaster)
- numeric quantifier:
- Masteries scale (HeroQuest);
- Hit points strictly symbolize health (Runequest);
- Bonds (Apocalypse World);
- Hit points symbolize health, experience & luck (Miles Christi)
- one axis with two directions:
- 3 alignments: lawful, chaotic, neutral (OD&D);
- Rationality and Irrationality statistics (Aquelarre);
- 1 axis with 5 alignments (Warhammer FRP);
- Players can lose control of their characters with passions and personality traits (Pendragon)
- scale
- verbal scale:
- Verbal scale (Fudge)
- single sliding scale for all resolutions:
- Single sliding scale for all resolutions (Torg)
- continuous scale divided in sections:
- Masteries scale (HeroQuest)
- track mechanics:
- Rune stone over a player mat (Fate of the Norns: Ragnarok);
- Scars instead of Harm boxes (Urban Shadows);
- Morality track (Hunter: The Reckoning);
- Banality track (Changeling: The Dreaming);
- Percentile for tracking collective group objectives (Unknown Armies 3);
- Progress tracks (Warhammer FRP 3);
- Grind (Torchbearer);
- Some actions can lead to Corruption (Shadow of the Demon Lord);
- Murder darken the PC to his end (MarcheBranche);
- Progress Track intended to be filled – the player decides when it’s time to conclude it (Ironsworn)
- temporary gauge embedded in permanent track:
- Banality track (Changeling: The Dreaming)
- progress clock:
- Countdown clock (Apocalypse World);
- Fronts as a collection of threats and challenges (Apocalypse World);
- Various 4/6/8/10/12-sided clocks (Blades in the Dark)
- gauge mechanics:
- Accumulating mechanics (Glitch);
- Jenga tower accumulating pressure until final doom (Dread);
- BPM track : breadcrumb gauge (Lacuna)
- fluctuating score:
- SAN: Insanity rule (Call of Cthulhu);
- Honor system (Bushido)
- negative value or statement:
- Bonds (Apocalypse World)
- dual-rating score:
- Dual rating score for abilities: active and defensive (Dallas RPG)
- two axis:
- 2 axis alignment: lawful-neutral-chaotic; good-neutral-evil (AD&D: PHB) (D&D Holmes)
- infinite:
- Open-ending roll for PC and NPC (Rolemaster);
- Mechanical alienation (Broodmother Skyfortress)
- decimal values:
- Use decimal values (GURPS)
- discontinuous leap