I like writing tabletop role-playing games, on top of actually running games. I feel like D&D has a basic framework, and there are just so many things to mix and match (both from D&D to other systems, and to D&D from other systems). So many things in fact that you could reach a point where if you want the feel of something but can't find it in a game, you can steal or hack from other games to get the right feel.
What's a feel?
There's a pair game design philosophies that kinda opposes each other when writing mechanics and flavor but also has to work in tandem with each other - an oxymoron, I know. The thought is that either THE GAME should facilitate THE STORY or THE STORY should necessitate THE GAME. Of course, most designers understand that it's cyclical, and if the game facilitates the story well, and the story runs on the game well, it will create a seamless experience.
So what's a feel? You won't know how a mechanic feels in the game world until you play it. And play it. And play it. I think about 6 times is where vibes start to check in.

Many people have played D&D5e/5.5e dozens, if not hundreds of sessions. How do you feel about your D&D games? I feel heroic. I feel cool when I break things and deal more damage than ever before, killing a big monster, like a dragon or a lich. Bonus points if they have hurt my character in my backstory. Revenge is sweet, especially against fictional demons. When my health is low, I feel scared, but not too fearful. I feel sad when characters die. The d20 system along with advantage and disadvantage make me feel like a demigod. 5% to do what's basically impossible, virtually always. The same thing that bogs down the game is the same thing that makes people feel incredible - rolling 8d6 on a fireball, or 4+ attacks as a monk or fighter - is what feels cool. The big number make brain go WOW. It catches the feel of fantasy superheroes pretty closely.

Morkborg is gritty, metal, and grim. D20 system too, but with barely any hit points. You feel small. The abilities are designed to evoke a sense of inevitable defeat. +/- 1 or 2 to scores most of the time, so not much extra luck here. The monsters armor REDUCES the damage that you roll. Instead of the GM rolling to hit you, you instead must dodge or defend and roll for yourself - if you get hit, it's your fault. These mechanics make the characters feel fragile and mortal. Gritty.

Eat the Reich is fast, gritty, brutal, and enemies are retaliatory. Can't have this article without a shout out to this game, the game that introduced me to the havoc system. When I first ran this system it was so. freaking. fast. It ran for about 8 hours, but the players felt that it was too quick, and decisions were made so rapidly and in tandem that we plowed through locations and it felt good. Great even. The bad guys being facists were easy to process and didn't require much buy in from players. Check out the game jam here.
Not gonna lie, that's what I'm most scared of. How do you get player buy in for the story of this new game? How do I capture the imagination with as little effort as possible and as little lore as possible. Sure, I want to make a heroic fantasy, but I also want it to be quick and brutal.
How Do I Capture Feel?
Well, I don't have much of a choice for this game jam - it's the HAVOC SYSTEM Game Jam. That means I gotta go heavy, and I gotta go fast. I really want to capture the feeling of Hades and other fast paced roguelike/lites with some level of replayability. Havoc system provides the speed. I need to figure out the randomization. This means a rewards system, and random room generation system (or predetermined set of rooms), and a fast fast fast progression system and a slow progression system for repeat players.
This system is reliant on d6s, so we'll stick to using d6s across the board! We can steal from Mothership or Mutant Year Zero - using a d66 table (that has 36 potential outcomes). Even using a d3 might work, creating 18 different outcomes in another situation.
Now, down to writing and creating simple characters, fully fleshed out for use, and I'll be back next week with more details and maybe some playtest material! I'll start off with a good combat system (since that's what most roguelites are like), but I would also need a social system for the "roleplay" part of the game. I'm thinking of stealing from Draw Steel - a simple quick and understandable social mechanic with clear start and end situations.
And hey, don't forget, who's awesome? You're awesome.
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