Over the past few years I've given a great deal of thought to
what it is that makes Grit different from the other Roleplaying Game Systems out
there. In my original written intent while in the early stages of designing
Grit, I spelled out two design principles. These guiding lights were simplicity
and realism.
Now
I realize that “realism” is quite a loaded word, especially in the realm of
RPGs. I’ve come to the conclusion that “verisimilitude” is a far more accurate
term. It better expresses the idea of a likeness, not a duplication. To try and
represent the actual laws of physics with dice is really just a non-option. Nevertheless,
one can create a rule set that consistently seeks a reasonable authenticity
while demonstrating faithfulness to real-world possibilities. I believe that
I have done so in a unique vein.
I
have striven to craft this verisimilitude via simplicity. Granularity does not
equate to authenticity. By paring down the mechanics into a pretty basic
structure, I believe I've created a more satisfying, useful* modeling of
actions than other systems. Hopefully others will agree.
There
is still another very important design intent and theme in Grit: the characters
are worthwhile because they are human.
The
reason I never really cared much for 3rd Ed. and beyond D&D is
that I don’t find the journey from Hero to Really Badass Hero to Super-Duper-Badass
Hero to be all that fun or interesting**. To be fair it’s also why I didn’t really
like 2nd Ed. after level 6 much either. What I prefer to play (and to
run for) are characters who are normal men and women. Sure they may have
unusual skill sets, but fundamentally what sets them apart from their fellows
is their wherewithal. It’s the fact that they’re willing step up and outside
the norm, to face new threats and terrible odds.*** This is what makes for
adventurers and heroes not attack bonuses and sweet laser-eyes.
So,
while there may be other races and magic and psychic powers as options in my
system and settings, all these things will still be rendered on a gritty, harsh,
and human standard. Though I've still got miles to go on this rewrite and many
decisions yet to be made, I have the basic mechanics down. And, so long as I
keep it simple, keep it real, and keep it human, I’m reasonably sure Grit will
be a success.
*Usefulness
here meaning, aiding in character immersion.
**Not
to mention the overwhelmingly complicated, less-than-authentic system. If you
need to write up a spread sheet to play effectively, I don’t want to play.
***This
is also why I place more emphasis on character decisions than dice.
††††
Nothing is born in a vacuum. I’d also like to mention this article. It really
helped to congeal a lot of loose thoughts and helped me define my play style.