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What interesting mechanics exist out there?

I don't mean just "here's a new way to roll combinations of polyhedral dice", or "here's a new theme overlaid on a standard progress tracker", or "here's stress with another name".

I mean, actual new conceptual mechanics that produce new and interesting behaviours in-game. Things like CoC's push rolls, or Slugblaster's Beats/Character Arc, or Blades in the Dark's Flashbacks (these might not be the first games that those appeared in, but the point isn't the game, it's the mechanic).

Interested particularly in what those new mechanics bring to the table in terms of player interactions or story development.

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In Trail of Cthulhu, if you suffer madness you must leave the room while the other players and DM debate the most appropriate manner in which to gaslight you. They may, for example, pass notes to each other and exchange meaningful glances. Or, they could all agree that some important recent event didnt happen and will react with confusion when you bring it up. Or they could come up with any number of other thjngs.

[-] roflo1@ttrpg.network 2 points 20 hours ago* (last edited 20 hours ago)

In oWoD’s Hunter: The Reckoning, you can’t advance your Edges (supernatural abilities) with XP.

To do so, you have to gamble Conviction during the session, while using said Edges (those Conviction points gambled add dice to your pool, ideally improving your odds).

If you succeed at the task, you gain Virtues (with which you can later buy points in Edges).

if you fail the task, you lose Conviction points. If you run out of Conviction, you lose your ability to use Edges at all until you rest/meditate/recover for a full week.

Not sure if it qualifies as “conceptual” or non-mechanical to you. But I love it.

[-] naught101@lemmy.world 2 points 20 hours ago

How does it affect the feel of the game?

[-] roflo1@ttrpg.network 2 points 19 hours ago

I suppose YMMV, but to me it’s central. You see, the Hunter becomes a hunter because she heard a higher calling, and believing in it is what keeps it going.

You can rename Conviction to Faith, and it probably shows what I’m hinting at. That faith can get you out of trouble (supernaturally so) but it’s also precious. You’re still human, flimsy and prone to errors, susceptible to doubt.

And you’re way out of your league. All the time.

[-] naught101@lemmy.world 2 points 19 hours ago

So basically higher stakes, and higher tension? And maybe more believable motivations?

[-] roflo1@ttrpg.network 2 points 19 hours ago

Yeah. Very well summarized.

Perhaps I’d also add that the advancement is earned with blood and sweat. 😅

[-] lime@feddit.nu 6 points 1 day ago

it's not particularly new but i've always found it interesting when games mechanize metagaming.

fate's point economy allows players to actively change the game by putting themselves at an immediate disadvantage. when you play to your character's weakness, you get a point which you can cash in later to modify a story beat or situation. but you can also pay other players with them to suggest actions for them.

[-] naught101@lemmy.world 1 points 1 day ago

Yeah fate points are a killer idea. I think Slugblaster's Nope mechanic is somewhat similar, in that it lets you skip some unwanted bad outcome, but you take on Trouble, which causes consequences later. Fate's implementation seems more flexible and broadly useful though.

[-] crpknkr@lemmy.world 2 points 1 day ago

Dune: Adventures in the Imperium does a version of this. Extra successes on a challenge give the players Momentum points which they can use to generally make things better for them. But the GM has Threat points which make things harder for the players. Points can also be used to buy off bad outcomes or improve good ones.

But the most fun bit is that the GM can cash in a bunch of Threat to introduce a rival to the players into a scene. So their nemesis can drop in on the party where they're trying to gather allies to confront the nemesis.

[-] lime@feddit.nu 2 points 1 day ago

yeah the big thing is how fate points tie into the characterisation of the pcs. they anchor role playing decisions in the rules in a way i've not seen many systems do.

[-] phase@lemmy.8th.world 2 points 1 day ago

How to jump over planning with Blades in the Dark. It's not the first gale with this mechanics but It's the most known.

[-] Ziggurat@jlai.lu 4 points 1 day ago

Lighthearted has an interesting emotion mechanic.

At the start of a scene, you describe your current emotion. Then, when rolling you choose an emotion based on how you describe the action and the closer it is from your current emotions, the higher dice you roll. However, it'll make your emotional state shift. And if you roll your current emotion you gain stress.

While it's pretty interesting, it let a lot of room for negotiation between PC and GM which isn't always great compared to games with tighter rules

[-] naught101@lemmy.world 2 points 21 hours ago

which isn’t always great compared to games with tighter rules

I'm slowly forming the opinion that there's no best way of gaming, but that mechanics can strongly influence player and story behaviours, and so whether a mechanic is good or not depends entirely on your aims in gaming.

Not sure if negotiating outcomes is something I want (though I like it in the Slugblaster actual plays I've listened to). But that emotion mechanic definitely sounds interesting!

[-] Trumble@sopuli.xyz 3 points 1 day ago

I really love Mouse Guards simple skill progression where skills advance when you have succeeded AND failed with them enough times.

[-] naught101@lemmy.world 2 points 21 hours ago

Yeah, makes sense. I think Dungeon World mainly gives you XP if you fail, which makes sense to me, because making mistakes is often where you learn the most

[-] Samdell@lemmy.eco.br 3 points 1 day ago

Its a lot of work to deal with it, but in theory I'm a huge fan of Avatar Legends' Principles system. Basically, every playbook has an internal struggle between to extremes - compared to an Yin/Yang - and work to find their own Balance in that. The Center of this Balance starts on 0, but over the course of the game players will move towards one side or the other, to a max of +3/-3 (moving positively towards one side means you're moving negatively towards the other)

The Guardian, for example, struggles between Self-Reliance Vs. Trust; They want to protect others not just to keep them safe, but also because they don't believe they're capable of doing so. A Guardian shifting towards Self-Reliance is more cynical, while a Guardian shifting towards Trust will rely on their companions more often.

Aside from the narrative meaning, the Balance can be used for rolls; if a PC performs an action in accord to their Principles - say, the Guardian attempting to Comfort someone not out of sympathy, but because they believe they're the only ones capable of doing it - they would roll with that Principle instead of the Attribute that the Move requires. That way, if your Self-Reliance is higher than the Attribute, it might be a good idea to pitch the scene in that way.

Characters can also be called out on acting/not acting according to their Principles, or Lose their Balance (basically have a mental breakdown) if it goes past one of the extremes.

I like the fighting mechanics of Honor+Intrigue

In a gist, you have Health Point and Stances, you can « dodge » an attack by decreasing your Stance (which give you penalties) or accept the blow. When you’re out of Stances or HP you have lost

this post was submitted on 22 Aug 2025
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