Episode 4: Aid Another

Episode 4: Aid Another

System Shop · 2025-02-06

In this camaraderie-ridden episode, we’re talking about mechanics for helping other characters in joint efforts. We discuss how teamwork can double the risks, double the rewards, and hopefully say something about the nature of your characters’ relationships in the process.

Violet uses "Stanford prison experiment" as a verb. Freya farms friends. Violet turns over an old leaf. Freya tears and shares.

Our thanks to Charlie, Joey, and Amber for writing in! If you too have a question, idea, or interesting game you’d like to share with us, email [email protected].

Timestamps

Mailbag - 5:35

Intro & history of helping - 14:34

Design questions - 24:33

Example deep dives - 32:57

Gradual slip into design dreams - 51:11

Games discussed in this episode

(In order of first mention)

Daggerheart

Sar-Stan

Tiles and Truenames

What’s In Your Mouth?!

Super Saviour Squad

The Token Bag Game Jam in general

Armour Astir

Warhammer Fantasy Roleplay

Mystery homebrew system by Joey Jones

Ars Magica

Dogs in the Vineyard

DOGS [*1]

City of Winter

Death of a Hero [*2]

Masks

Golden Sky Stories

Empire of the Petal Throne

D&D

Tunnels and Trolls

Traveller

Apocalypse World

Monsterhearts

Blades in the Dark

Genesys

Edge of the Empire

Vampire: the Masquerade

JourneyMon

Interstitial: Our Hearts Intertwined

Vaesen

Heart

Notes and links

Two of the more esoteric entries on the above list can be found here:

[*1] https://www.drivethrurpg.com/en/product/274623/dogs

[*2] https://babblegumsam.itch.io/death-of-a-hero

The two UK TTRPG conventions mentioned are

- http://www.con-tingency.uk/

- https://tabletopscotland.co.uk/

Submissions to the Token Bag game jam can be found here: https://itch.io/jam/token-bag/entries

Its follow-up - the New Year, Old Ideas game jam - has indeed already ended. Submissions can be found at https://itch.io/jam/new-year-old-ideas-jam/entries

System Shop

Welcome to System Shop, the podcast where we deep dive into RPG design, one subsystem at a time.

Join us as we explore the origins, empirical trends, and future design space of all aspects of tabletop game design. What’s the point of mechanising carrying capacity or NPC attitudes? Why distinguish between armour and evasion, or attributes and skills? Many stories may begin with “because D&D did it”, but that’s far from the end…

We dig deeper by asking: how do differences in design decisions make players act and feel, and is this wholly intended? What is gained or lost by being able to sum up a monster with a challenge rating? How can initiative checks be used to make combat feel chaotic, tactical, or somewhere in between?

Finally, we suggest our own ideas for future innovations. Can we introduce new technologies and props? Can we shed assumptions of the past? Or should we bring them to the fore and embrace them to the extreme? Restrictions breed creativity, and our best ideas are often our most ridiculous.

System Shop is independent and ad-free. New episodes release whenever we have the time and energy to research and record a new topic.

Violet (She/her) is a recovering academic and alleged game designer, with a particular interest in system design and ludology.

Freya (She/her) is a demographer turned data engineer by day. She moonlights as collaborator, sounding board, and bad idea generator to her beloved and prolific game designer fiancée.

...

Cover design by Fallible Things (fallible.net).

Font on-cover is Lineal by Frank Adebiaye, with the contribution of Anton Moglia, Ariel Martín Pérez. Distributed by velvetyne.fr.

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