In RimWorld, the tech tree is the conceit which allows the game to work with its ‘societal drift’ conceit. Tribes of nearly cavemen, “modern” colonies, and ultra-tech feudal lords all coexist thanks to a set of technological ‘research projects’ which separate each colony by level of development. In our System Hack, we’re going to need the same tech tree conceit, but the underlying mechanics are going to be quite a bit different.
Before we go any further, I want to make sure you know that Cortex Prime is now available on DriveThruRPG. While digital versions of the game have been available before, you can now finally own a PDF version unfettered by a walled garden app which made the game significantly less accessible. With Cortex Prime finally available in the broader ecosystem, my hope is that there’s much more interest in this and a whole host of other projects using the system.
Welcome to another System Hack! Way back when I gave an intro to how to use dice and dice statistics in your game designs. This is in some ways a sequel to that article, but given the design assumptions of RPGs it also plays a very different tune. We use dice in RPGs because large swathes of our game mechanics are predicated on the probability of something happening. Success, failure, or something in between is determined by odds that reflect the internal consistency of the setting. This, like so many norms in gaming, comes from wargames and isn’t particularly necessary in many game designs. We have gotten through the checkpoint of ‘you don’t have to use dice’ but the result has been, merely, diceless games. What if we play differently, and steal a deck of cards from the poker set instead of stealing dice from Monopoly?
The last ten to fifteen years of the RPG hobby have played host to a veritable explosion of content, from highly original new games to revivals of decades-old games and everything in between. A significant building block of this renaissance was digital publication. Instead of shelling out thousands of dollars for a print run and then having to find a distributor, a designer could create their game in PDF form and put it up for sale on a marketplace like DriveThruRPG, all for no upfront cost beyond whatever time it took them to design the game in the first place. This has made roleplaying games cheaper, more diverse, and more accessible than ever before.
The trouble with digital versions of RPGs does not lie in their economics; the real issue is that RPG PDFs are treated as ‘digital versions’, as facsimiles of a game whose platonic ideal is a bound paper book. I won’t mince words: Selling identically laid out books and PDFs is and will always be a usability failure. The way we use books and the way we use our digital reading devices, be those laptops, tablets, or e-readers, are completely different, and trying to use the same document these two ways usually leads to a suboptimal experience in both.
Welcome to the Cannibal Halfling Weekend Update! Start your weekend with a chunk of RPG news from the past week. We have the week’s top sellers, industry news stories, and discussions from elsewhere online.