Games-Masters (GM’s) are already like mad scientists modifying their current gaming system often on the fly. This is through either in-play rulings (e.g. building precedence) or directly fabricating rules or guidelines. This is sometimes to patch deficiencies or fill in gaps discovered during play regardless of the potential for unforeseen consequences. Often, GM’s tinker with their current system adding in rules or new additions. However, they are often hesitant to rebuild or mess with the engine of the system.
However, GM’s can achieve some amazing results by doing just such a thing. GM’s can completely rebuild the machinery of a game with only some basic knowledge. Games-Masters can go further than simple modifications stepping into the shoes of a game designer. That is without stepping blindly onto the unsteady ground of game creation from scratch but still achieving something very similar.
Modifying existing systems is the gateway to creating one’s own full-on tabletop rules-system. However, like Frankenstein’s monster, missteps and using the wrong parts can lead to disaster. All GM’s who have ever run a few games know of the vicious cycle of modifying the modifications. All in service of keeping a campaign limping along.
The Frankengame exists in the realm between the patchwork game and game-creation as a sort of gateway. Here, like Doctor Frankenstein in the graveyard, a Games-Master can get closer to being the creator of their own system. They are starting not from scratch but from the constituent parts dug-up and snatched from sundry and various places. They will know the resulting system more intimately allowing them to avoid the vicious cycle mentioned above. In addition, this process sharpens the mechanical skill of GM’s allowing them to be better able to patch any flaws on the fly.
A Frankengame, like its namesake, is created by taking the operative portions of a game-system referred to here as Modules. Then taking these from multiple other games and slamming them together creating a functional homebrew mash-up. This, in an effort to maximize your enjoyment around the table. This is regardless of whether you or your group are more interested in a more Simulationist or Storytelling gaming mode. Alternately, also useful if you and they enjoy a simplified set of rules or rules-heavy systems.
The newly assembled game should function reasonably well enough to be used as its own standalone tabletop RPG system. Metaphorically similar to the human corpses that contributed to Frankenstein’s monster, you stitch a Frankengame together from the working organs of other games. This is given that all tabletop RPG systems have functional organs that allow them to tick. They share a common anatomy.
Basic RPG Anatomy
A roleplaying game system as a unit is a collection of interacting rules that help to determine the in-game actions of characters. This at least according to Wikipedia. It is also a system of interacting modules, a package of rules and details, each module-package being a subsystem. Modules allow for the construction of in-game items and resolution subsystems. Sometimes they even add to a core resolution system modifying it to some extent based on circumstance.
The common Base Modules of any RPG System are the Combat System, Skill System, the Mystical Engine, and the Object Subsystems. The Mystical Engine being the governing mechanic of the magic & psionic systems as well as any similar such ideas. Object subsystems being the component governing such in-game objects as weapons and armor. The Character Creation system/mechanic can also be included in these modules. This is especially so if there are several different methods presented for players to create characters in the materials.
Base modules are subsystems that handle a specific portion of the game but still have a wide enough reach as to be able to have further subsystems within them depending on their complexity. Note that the more complex the longer it takes to make a rule-call or task-determination. As stated before, these Base Modules handle a limited but still broad aspect of the game. This includes such things as Combat. For example, subdividing combat into such aspects as Vehicular, Barehanded, or even Armed combat although generally it still encompasses these. Similarly, expanding combat with smaller sets of rules or increasing complexity by adding a subsystem to handle one of the different and more specific aspects/scales of combat. At the center of all of these modules and subsystems lay the heart of the RPG, the Core Mechanic.
At the heart of the game system from which these modules branch is the Core Mechanic. The Core Mechanic is the principle that all the rest of the system works on. A Core Mechanic is in the simplest terms a formula for conflict resolution. Conflict in this context being an in-game occurrence where an impartial decision is required. Core Mechanics usually rely on a single die roll with certain modifiers added and may even rely on looking up that result on a table or even the number of dice rolled as in a Dice Pool. Most systems wear this on their sleeves so it is easy to get right in there and cut it out so it can share its beat with your homebrewed monstrosity.
Core Mechanic Examples:
- D20 (d20 roll + modifiers vs. a target number)
- Talislanta (d20 roll + Skill or Attribute Rating – Degree of Difficulty; check result to Table)
- World of Darkness (character attributes and skill “pips” together determine the Dice Pool of D10’s vs. a target number)
- Fudge (uses 6-sided plus/minus dice and elevates character attributes rated in an adjective scale (terrible, poor, good, etc.) and lowered or elevated based on the number of pluses and minuses rolled)
A Games-Master/potential Doctor Frankenstein can simply add in or swap certain Base Modules or subsystems with those from another. Although as compared with assembling a completely new system, this counts more as transplantation. However, even mad doctors need some practice. True Frankengames are an actual fusion of at least two other games (hopefully more) and recognizable as apart/different from either of them.
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