this post was submitted on 18 Dec 2025
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[–] caseyweederman@lemmy.ca 8 points 5 days ago (1 children)

Like the Fate system!
I like systems that are player-driven, like Dungeon World. Instead of me putting a bunch of traps into place and hoping you walk into them, the complication of you rolling a failure on something else might mean there's a trap there.
"Are there any traps there?" "You tell me."

[–] jjjalljs@ttrpg.network 5 points 5 days ago (1 children)

Yes! I usually take any opportunity to gush about Fate but I restrained myself here

The main weakness of Fate is you need more engaged players. Stuff like DND can mostly hum along with passive players, but Fate falls really flat if people aren't engaging with it.

[–] caseyweederman@lemmy.ca 3 points 4 days ago

One of my favorite podcasts, High Rollers (sadly stuck in Hasbro Hell) uses "fate dice", a set of d6s rolled at the start of each session, that can be used by the players (high rolls) or the DM (low rolls) to influence other rolls and situations, but doing so moves the die into the opposite pool.
I do wish both sides interacted with them more though. It's a cool idea.
I think they got used the most during the window of time when the DM let the players spend them after seeing a roll (but before knowing the result). They get squelched by forgetfulness and what-if-I-need-it-later-itis.
Sure, adding them then probably ruins the balance, but fun is more important than balance.