Cauldron System Design Reference Library

The purpose of this thread is to collect examples of systems that have particularly strong design in a certain area, or are exemplars of their design lineage, or are otherwise interesting and compelling in a way worth becoming familiar with.

By design lineage

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Apocalypse World

Monsterhearts

Masks

Flying Circus

Fellowshp 2e

Forged in the Dark

Blades in the Dark and Deep Cuts

Band of Blades

Slugbusters

Belonging Outside Belonging

Dream Apart/Dream Askew

Wanderhome

Galactic 2e

By other priorities

Traditionally Mapped Tactical Combat

Panic at the Dojo

Lancer

Dawn

Alternative Combat Systems

Floria: The Verdant Way

Fabula Ultima

Wilderfeast

Campaign-Scale Narrative Scaffolding

Yazeba’s Bed and Breakfast

Triangle Agency

The Far Roofs

This is not a complete or authoritative list! That’s why I’m making this a thread here, so we can all contribute based on our own experiences and priorities.

(Creating this thread required a burst of energy and inspiration that wasn’t quite enough to extend to explaining why everything on my lists made the lists, but I plan to edit and add further explanations later)

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The “Arguably First RPG” List

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Poorly worded, but: OSR-Adjacent Fiction-Over-System Games

  • 2400 (Jason Tocci)
  • Into the Odd (Chris McDowall)
  • World of Dungeons (John Harper)
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Odd-likes in general are pretty strong design wise imho.

  • Into the Odd
  • Cairn
  • Electric Bastionland
  • Mythic Bastionland
  • Liminal Horror
  • Monolith

They also work to show how smaller changes in a more minimalist system have bigger impacts (imho).

I’m a Borg fan, Mork Borg, Cy_Borg and Death in Space are all systems I think are worth cutting into.

Last of all I’d say Salvage Union, for taking mechs and making a kind of NSR-y game about them.

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Sword’s Path: Glory, by Leading Edge Games, 1982 and 1983.

Notable features: involved tick system for action ordering; damage by placement and severity leading to effects such as KO or death (no hp).

Indiana Jones and Marvel Super Heroes, 1984; ConanRole-Playing Game, 1985; Gamma World 3rd edition, 1986; all by TSR.

This is where Cook’s ACT system appeared. These three games each use it, with different levels of complexity, from a very simple version in Indy to the most complex version in GW3.

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The Hacks

Works connected to the Black Hack system.

  • The Black Hack ~ 0DnD derived
  • The Blue Hack ~ Black Hack inspired hack of Blue Holmes DnD.
  • Rad Hack ~ Black Hack in the post-apocalypse by Skullfungus

Edit: fixed @Skullboy to Skullfungus.

nope, must be a different skull. no games under my belt yet.

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That’s because it’s skullfungus!

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Derp! I can fix that. :joy:

I want to get my hands on a copy of the Sword’s Path Glory books so bad

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Chivalry & Sorcery made a splash upon release, working toward greater verisimilitude than D&D. Fantasy Games Unlimited, 1977, 1983 (both years listed in my copy).

Ars Magica, Lion Rampant Games, 1987. The troupe style play promoted was new. The magic system made a large impression. I was lucky in that I went to GenCon that year and had signed up for an AM session run ny Jonathon Tweet.

Imho every OSR hacker should read Traveller, RuneQuest, and Tunnels and Trolls, as 90% or more of “innovations” in the space end up just reimplementing one of the above.

Everyone should read Prince Valiant and Pendragon, to get an approach of similar concepts by the same author done very differently.

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