Set in space, Mothership takes its cues from the horror sci-fi genre; everything from Aliens to Event Horizon. Players familiar with Call of Cthulhu will likely be comfortable with the game’s sanity and panic mechanics, while the addition of classes and a tiered skill tree round out the flexibility of character creation. Space is dangerous, death comes easy, and if your character is lucky enough, they might make it to second level.
So you may have noticed — I certainly have — that I’ve generally use Fantasy and Horror games for examples in this treatise. Of course there are more genres and styles than those two, but it does bring up a fascinating dichotomy in the hobby.
Let’s look at the RPG Sins. Heavily based on the Storyteller System used in White Wolf games like Exalted or Werewolf, Sins casts your persona as an undead being recently wrenched back to some form of self-awareness.
Cairn is, according to its website, quote: “an adventure game about exploring a dark & mysterious Wood filled with strange folk, hidden treasure, and unspeakable monstrosities. Character generation is quick and random, classless, and relies on fictional advancement rather than through XP or level mechanics.”
Aesthetically, Cairn is a fantasy D&D-like, with swords and spells and goblins galore. Mechanically, it’s an interesting mix of new and old-school rules. Random rolling of character stats is from the early era, when new characters’ long-term survival was neither expected nor reliable.
The Mansion struck ten in the evening, the deep boom rolling over Haggard Hill. The storm clouds continued their bubbling creep over the city, turning the warm velvety darkness of nighttime into the empty gray darkness of foreboding doom. Black rain fell fast and hard against the windows of Moulde Hall.
Edmund raised his crank lantern higher against the gloom. He had found it in a storage-room filled with gardening supplies; a clever tool that somehow turned the rotation of a crank on its side into a dim reddish light.
Rules-light and focused on ordinary people, the center of Endure as a survival RPG is, quote: “Its Endurance economy. Endurance helps characters succeed and keeps them going, but is always depleting. If you are out of Endurance, you have to rely solely on your cunning and luck of the roll — and often it is not enough to survive. You need time and resources to recover Endurance, so the game ebbs and flows between tense action and quiet downtime.
Paris Gondo - The Life-Saving Magic of Inventorying is tongue-in-cheek to be sure. Designed as a storytelling game with no prep and only a few dice, the game is a gentle jab at an aspect of RPGs that has gone by the wayside in recent years; the inventory.
Now, that’s not entirely true. Almost every RPG acknowledges that characters can carry things, keeping them in their pockets or backpacks. Many don’t bother keeping careful track, however, opting for the adventure-game route of hammerspace or bottomless pockets.
Burnout Reaper is a dark and bloody cyberpunk game about the murderous gig economy: rich people need organs, and thanks to the omnipotent forces of supply and demand, your job is to acquire them from people who haven’t finished using them yet. A Grand Guignol style bloodbath relishing in the horrors of late-stage capitalism, Burnout Reaper is a brilliant, if blunt, exploration of Economy.
Each gig you take rewards you with Cyber Crypto, or CC.
It is important to recognize — as Edmund did when he grew much older — that the discovery of Aoide changed everything for him, and not for the better.
Before Aoide, his days were a whirlwind of repetitive activity. In spite of Edmund’s enamouration with the library, he still had responsibilities, and as painful as it was for him there were times he needed to leave his beloved library to fulfill his obligations; namely, exploring the locked rooms of Moulde Hall, eating a lonely dinner at six of the clock precisely, spying on his family, taking Matron her tray of lunch, and his lessons.
Sacrifice is a universal RPG system, though only technically. In practice, Sacrifice is a deconstruction of the entire RPG medium and dramatic storytelling.
There is, in fact, only one simple set of rules: your character can do anything that the narrative has established your character can do. When they want to do something that the narrative hasn’t established they can do, then they roll 2d6. If they roll a 12, then they succeed.
.dungeon is a pretty simplistic RPG in a lot of ways. With a MMORPG dungeon-crawling aesthetic, the game taps into virtual RPG simplicity. You assign dice to your stats and roll the dice any time you want to do something. Roll high enough, and you do. Roll lower, and you don’t. Pretty simple rules-light stuff.
But there is one specific difference: .dungeon’s ludo-narrative taps into the meta-narrative of the game. Put simply, the real world affects the game-world.