I'm building a #TTRPG system, and one of the things that I think causes a lot of controversy is this. . .duality between "I have a simulation" and "I have resolution mechanics, focusing on the narrative"
In the end, the whole point of a TTRPG is to have a narrative. Some games drive the narrative with mechanics, while others use their mechanics as an aid and nothing more.
What if you had a system that did both?
The system I'm making has a unique property that you don't get in either the strictly-narrative-based games[1] or the "simulation-heavy" fare[2][3]:
You can as easily and quickly do both "simulation-style" and "resolution-style" mechanics for any or all parts of your game.
1/n
______
1: Or the ones that still have "hard" mechanics but are still more narrative-focused, like PbtA and BitD stuff
2: think most D20 systems, even and maybe especially some of the OSR stuff out there, but also, like 5e and pathfinder
3: That's right, I'm putting footnotes on a mastodon post, I've thrown the idea of writing blog posts right out the window apparently
My game focuses on a deck of cards as its randomization mechanic. In fact that is the only item you need, strictly speaking, to play.[1]
You essentially build "draws" using your statistics, abilities, and equipment, and then whatever you draw gets added up and is your result.
This is slower than rolling a dice. However, it isn't _that much_ slower, and the fact that it's slower means that you're _already_ slowing down for the mechanics, which means combat (or even non-combat encounters) can be as simulated as you want them to be, including just straight up "not doing that".
The other thing is that the cards are sort of. . .narrative aids, much in the same way that you would use a set of tarot cards. So, what you draw can (if you opt in to this mechanic) affect the _nature_ of the thing that you do.
The simplest example is a magical weapon with an affinity for spades; draw spades, do double damage or something like that.
But I also map each suit to a "stat", which means what you draw _can_ give you a push on _how_ your character does the action. Draw a diamond, which is associated with the mind, while negotiating prices?
Your character uses their knowledge of the contraband that a smuggler is trying to sell to you to convince them to pay a cheaper price, and you maybe get a bonus as a result of applying that mechanic (GM's discretion).
And so, each test can be as crunchy or soft as you like, even in the space of a single play session. Figuring out your "draw" is still faster than building a dice pool in Blades in the Dark, so you don't have to worry about trying to simulate the fight, and there are no extra mechanics to waste time with like in Pathfinder and 5e, so even if the act of applying the randomization mechanic is slower, the whole turn. . .well, isn't.
Anyway, I dunno, I'm not, like, looking for "help", I guess I'm just sharing the process I'm going through to see what folks think.
2/n (Probably done for now)
1: Though, character sheets, maps, whatever are all totally acceptable, too, but my goal was to make something you could play on a couch or in a coffee shop.
One more thought is that I. Love. Rolling. Dice. I like games that make me roll lots of dice. I actually find that drawing cards isn't nearly as much fun as the act of rolling, though it can still be fairly exciting to get a good draw while in dire straits.
I still think this idea has the potential to be a properly unique was of crafting stories, though.
@b4ux1t3 I think you might be about 30 years too late.
Have you met my friend #Everway ?
https://en.wikipedia.org/wiki/Everway
There have been an absolute ton of diceless systems which use cards, both standard poker deck and tarot, to do resolution. With Great Power (https://www.drivethrurpg.com/en/product/305059/with-great-power-classic-edition) did so pretty successfully (at least mechanically). in the superhero genre.
Very few are remembered or played much in the modern day because they just weren't very successful; people don't want to use decks of cards in the course of playing the game for various reasons.
I also think it's important to point out that you're trying to have it both ways in terms of narrative/simulation, and that's not how this works in terms of design. I think the Bible puts it best: “If you are but lukewarm, I shall spit you from my mouth.”
(cont)
@b4ux1t3 I would also point out that it's impossible to have a series of human experiences without a narrative. Stories are inherently a post hoc explanation of someone else about what happened to you.
Thus, it is impossible for the point of a #TTRPG to have a narrative because it will, regardless, happen. Your characterization of systems being entirely one or the other with nothing in between is not only contradicted by your own citation of Blades in the Dark, but the entirety of the rest of the hobby.
I don't know. This comes across more as a heartbreaker than a game design.