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