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Why System Matters


Tabletop role-playing games gain their structure from the rules and mechanics of their home system. What’s important is to find a game system that you enjoy, and is built to tell the story you’d like to experience.

Outside of most one-page tabletop role playing games, which are very light on rules and typically meant for a single plot line, nearly any story can be adapted into any of these systems. Grand, sweeping epics with dramatic twists can be told in the same system as a silly romp. The main differences are the core mechanics that influence how the story is decided.


Narrative vs Mechanical

Game systems tend to differ in their balance between narration or mechanics. In narrative games, the outcome of events is usually decided collaboratively between the Storyteller and the player(s) involved. In mechanical games, the outcome of events is usually decided based on rules, structure, and die rolls.

Mechanical games are best for stories that have a greater focus on the adventure and the action, rather than individual characters. Pathfinder, 2nd Edition is a more mechanical game system.

Narrative games are best for stories that have a greater focus on the characters themselves, rather than the action or adventure. Most games in the Powered by the Apocalypse framework are more narrative.

An extremely narrative game would involve no dice or rules, and simply involve discussion of the story. An extremely mechanical game would have no input for narration or improvisation, more like classic computer games. Most games are not strictly on either extreme, but each system finds a different balance.

Example Scenario: Your character is exploring an ancient ruin, but these ruins are known to contain many traps.

Narrative: You tell the Storyteller how your character would try to get past the trap. If there are any die rolls, the Storyteller presents you with narrative consequences that you can choose from.

Mechanical: The Storyteller will ask you to roll for a skill challenge, based on your character’s skills. This determines success or failure. The Storyteller describes what happens, and you describe your character’s responses.


Crunchy/Heavy vs Filler/Light

Crunchy games are those with many granular decisions or mechanics, and a heavier arithmetic aspect to game play. The decisions made in character creation or skill progression in a crunchy game typically have more significant consequences. In contrast, light games tend to have simpler rules with less math, and less serious consequences to actions.

Crunchy games are best for epic tales with far reaching consequences and long play. Pathfinder, 2nd Edition is a crunchier game system.

Light games are best for light, wacky, fun stories and casual play. Most one-page role-playing games are light games.

Crunchy games tend to be more mechanically focused, while light games tend to be more narrative. Most games are not on either extreme, but each system finds a different balance.

Example Scenario: Your character has found an ancient book, and is trying to find the secrets inside.

Crunchy: The Storyteller may ask if your character has a skill to speak a specific language. There may be multiple ways to approach the situation (such as by using a skill for knowledge of nature instead of religion), and you may have situational modifiers such as “buffs” and “de-buffs”, but they may all have different outcomes.

Light: The Storyteller may ask you, narratively, if your character would be able to read the information. There may only be a single skill, such as “Knowledge”, if any kind of die roll is necessary.


Current Systems


  • Dungeons and Dragons, 5th Edition

    Dungeons and Dragons, 5th Edition

    Dungeons and Dragons is perhaps the most well-known fantasy tabletop roleplaying game system on the market today, known for it’s beginner-friendly streamlined mechanics and rules. It is recommended for those interested fantasy settings with balanced roles for mechanics and roleplaying, and newcomers to tabletop role playing games. For a “crunchier” alternative which requires more mechanics…

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  • Powered by the Apocalypse

    Powered by the Apocalypse

    Powered by the Apocalypse games are much more narrative and role-play focused than many other systems. Players take active roles in building the worlds of each story. Play comes to heavily rely upon interaction between the players, both in-character and out. All Powered by the Apocalypse framework games, like Masks: A New Generation and Monster…

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  • One Page RPGs

    One Page RPGs

    One page tabletop role playing games are designed to be easy to learn and playable in a single sitting. They have simple rules, simple scenarios, and minimal mechanics. These games are almost exclusively focused on bringing humor and absurdity to drive the rapid narrative, but they may be as humorous or serious as the players…

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