Rpgmedia

MΣTΔ, and The Meta

MΣTΔ is, natch, a very meta RPG. I have a bit of a problem discussing MΣTΔ as a game, because the interplay of meta content and non-meta content in the game makes it somewhat difficult to pin down exactly what is and is not meta about the game. Okay, deep breaths, let’s start at the beginning: what is “meta” anyway? Meta, as a prefix and an artistic concept, deals with an interaction between a discrete body of work — whether a painting, book, game, movie, or other medium — and the audience of said work.

Mythic Mortals, and Pretending To Be Yourself

Mythic Mortals is, quote: “an action-focused roleplaying game that lets you and your friends engage in over-the-top fights and epic battles. Inspired by The Avengers, 300, X-Men, Devil May Cry, and so many more; Mythic Mortals aims to bring that fun, explosive experience to the table top.” The mechanics of Mythic Mortals — a narrative-focused card-drawing strategic-combat system — are certainly worthy of discussion, but it’s the next line in the introduction that is most interesting to me: “You and your friends will play as yourselves, suddenly granted incredible powers.

King is Dead, and Being Given A Role

King is Dead is, quote: “A print-n’-play roleplaying game about a family of giants, their feuds, and a prophesy that may spell doom. Will you follow your father’s wishes and swear fealty to Branwen, or revolt and fight against the tide of destiny and take what you think is rightfully yours, or perhaps you will find another way?” Mechanically, the game uses the AGORA system, which was designed for a game that (at time of writing) has yet to be released.

Runaway Hirelings, and Imaginary People

Runaway Hirelings is a comedy RPG about the squishiest and most inconsequential characters in the whole of the RPG medium: the hireling. Hirelings served a very specific role in the early era of dungeon-delving RPGs. Players often found themselves lacking certain abilities: perhaps no one was playing a lockpicking thief, or they needed some method for carrying and extracting all the loot they scavenged from the dungeons. One of the original uses of Charisma in 1st Edition D&D was to limit how many hirelings you could command at once, and how likely they were to stick around.

Fiasco, and Defining Success

Fiasco is an RPG, though it certainly doesn’t look much like one compared to the old RPGs of yesteryear. There are no stats, no challenge rolls, no character sheets beyond a single note-card. There are scenes, yes, and players act out their roles to advance a shared narrative, but no one ever rolls a die to see if they succeed at charming their way past a guard or pushing past a bouncer into the club.

d1 RPG, and Determinism

d1 RPG is a joke, right? Of course it’s a joke. Reading the rules makes it abundantly clear that this is a bit of a spoof. A parody what it means to play an RPG. Isn’t it? I mean, it has charts! Table A tells you the results of each side of your d1: if you roll a 1, your action succeeds. That’s it. No failures, no complications, nothing but success.

Parselings, and Stacking the Dice

Parselings has a early millennium action-webcomic aesthetic and tone, where players take on the role of the titular Parselings; ordinary folk who have become infected with strange ink-like entities that bond with their hosts and tattoo words on their bodies. Caught between humanity and dark linguistic monstrosities, the Parselings use the magic of these words to heal or harm the infected world. The world of Parselings is deeply thematic, drawing on ideas of mutual aid, internal versus external definition, freedom versus self-control, and the complexities of communication when others may have already labeled you differently than you label yourself.

Knave, and the Agency of Dice

Knave is an OSR (Old Style Ruleset, Old School Renaissance, or Old System Revival — I’ve seen them all) RPG. OSR games hearken back to the olden days of dungeon delving and hack n’ slashing. A system without a pre-built world, Knave is designed to be modular and adaptable to any compatible systems, bestiaries, spellbooks, and adventures. There is a long and detailed history of OSR gaming, and I won’t go into that now.

Ironsworn, and Clocks

Ironsworn, set in an iron-age dark fantasy world, is a game about survival. To quote the game itself: “You will explore untracked wilds, fight desperate battles, forge bonds with isolated communities, and reveal the secrets of this harsh land. Most importantly, you will swear iron vows and see them fulfilled — no matter the cost.” The mechanics of this game are quite interesting to me, but I want to focus on one specific design choice; everything — from a single combat to the campaign as a whole — is represented by progress tracks.

Badger + Coyote, and Tactical Conversation

Badger + Coyote is a GM-less dual RPG. One player plays Badger, the other Coyote. Asymmetrical in design, Badger has skills that allow them to do things in the game, such as digging, trapping, and sniffing. Coyote, on the other hand, can only spot, pounce, or make a roll to “speak” a sentence to badger, who can then respond. This is the only way that the two characters can communicate to each other.