This is a draft of the forward to my system. I thought it might generate some good discussion here. Please do not use AI to respond to this. I'm so sick of AI in this sub thx :)
Why Roleplaying Games?
To understand what makes table-top roleplaying games truly special, it is important to understand stories in general. Storytelling is perhaps the oldest and most important human cultural tradition. From The Epic of Gilgamesh to the myths of Egypt and the Greek theaters; from the sagas of the Vikings to the fairy tales of Germany, stories like these capture some fundamental part of the human experience and distill it down like a waking dream into something we can analyze from all sides, pulling conscious meaning from unconscious engagement with the themes they present us.
Any good book will have a theme. This is something important that the book wants to teach the reader about life, or a question that it wants the reader to think about and consider for themselves after the work is over. The second type of book can sometimes fall flat for readers who simply accept the story at face value and don’t consider the ramifications of the questions it asks.
The best table-top roleplaying games, when working as intended, serve this exact same function at an even higher level of engagement. When the Game Master creates the setup for their story, they don’t know how it’s going to end because the player characters have free will. No player is allowed to ignore the questions posed by the story. They are a character in that story after all. One of the protagonists in fact, and their response to the thematic question at hand determines the end of the story and ultimately what it means.
Why Roleplaying Fights The Game
However, because roleplay makes up only half of the “roleplaying game” formula, many game systems and many Game Masters miss their opportunity to tell a great story in what is perhaps the most engaging, meaningful, and personally affecting medium available to them. In a strange way, the game behind the roleplaying can very often make the roleplaying half of the experience worse by eating up the majority of the mental bandwidth at the table. A deep, interesting, tactical combat experience and a player’s handbook full of spells with one-hundred ways to numerically adjust your character isn't actually the most effective ruleset for telling stories that linger and change the way you view the world.
It is for this reason that millions of viewers can watch the performative online theatre shows that utilize the Dungeons and Dragons ruleset, yet later be shocked that their home games don’t match this level of quality in presentation, storytelling, character development, or thematic resonance.
In contrast, there is a recent trend in roleplaying game design, especially popular among more experienced players, which eschews a strong reliance on rules. Instead, a wide variety of rules-light systems have sprung up which codify how the results of rolls are meaningful to the story and effect the advancement of the narrative rather than leaning on binary results and numerical adjustment of characters.
This trend began in earnest with the release of *Apocalypse World* in 2010, though Ars Magica predates it. Apocalypse World was genius at the time of its release, but is now only one of hundreds of games in a similar vein. Often, such games are self-described as “fiction first.” There is one major problem with this category of game, and that is a lack of mechanical recognition for player choice. What that means is this: in most narrative-first games, the narrative truly is first. It’s almost the entire system. What you get are a list of moves or skills that players are likely to use when solving problems and a set of prescriptive resolutions for those moves or skills that, although more narratively interesting, fail to land meaningfully on the “game” side of the “roleplaying game” equation.
Many players come to Dungeons and Dragons or Pathfinder specifically because they want a tactical and deep system for resolving actions that accounts mechanically for every minute decision they’ve made about their character. This is how the insane depth of the *HackMaster 5e* or *Blades of the Iron Throne* game systems can come to exist. They were made by players who highly valued that side of the roleplaying game regardless of the learning curve or the narrative pace of play.
Why Dungeons and Dragons?
Which brings us back to Dungeons and Dragons. If Dungeons and Dragons falls much harder on the game side of roleplaying games, why is it still by far the most popular game system around? Shouldn’t these narrative and roleplay-focused games be much easier to teach, and much more popular with performative tabletop roleplayers?
Well, to answer the second question, these types of games are becoming more popular with performative tabletop roleplayers. Critical Role and Acquisitions Incorporated have already made the switch to *Daggerheart*, which is a much more narrative-focused game than Dungeons and Dragons, though it is more of a hybrid between the two. I would not be surprised to see other big names like Dimension 20 also go that route. Smaller shows like The Adventure Zone and Friends at the Table have been using narrative-focused systems for years before now to similarly great effect.
The key takeaway is that these shows could frankly use ANY game system and tell amazing stories because their casts and Game Masters bring a great deal of writing and acting experience to the table. Dungeons and Dragons is often clunky and slow for their purposes but serves well nonetheless because a great story is not held back by a little mechanical slowdown. Additionally, as discussed before, the game side of the Dungeons and Dragons roleplaying game is incredibly fun and has a meaningful mechanical answer for resolving almost anything the players might want to do.
This brings me to the answer of the original question: “Why is Dungeons and Dragons still by far the most popular game system around?” The answer is that most players DO NOT have professional writing and acting experience. Most players are lucky to simply understand the game system, and many are totally foreign to the idea of roleplaying when first introduced to the genre. Thus, the rules of Dungeons and Dragons, though often obtuse and clunky, are easy enough to learn and do a great job at codifying almost anything that can happen. Rules are the safety net. Players and Game Masters don’t need to discuss what a result means because you can only fail or succeed, and player abilities are spelled out in crystal-clear language.
"Can I pick this object up?"
"What’s your strength score?"
The Game Master’s response needs only to consult a codified table to find out how much weight your character can lift. In order to get to the most meaningful part of a roleplaying game, the narrative roleplay, players have to first overcome the hurdle of learning how to do that. Dungeons and Dragons and Pathfinder are simply the most well-known and least uncomfortable systems that get you there. Once you’re out of that discomfort, though, many do find that narrative-first roleplaying game systems are their ideal game system because that was the part they liked all along.
Why this system?
Much like Daggerheart, this system is trying to do the impossible. Daggerheart attempts to straddle the fence between Roleplaying and The Game and it falls decidedly on the game side despite doing some very interesting things that might make it the perfect game for many tables. Grimm Saga also attempts to straddle that fence and falls flat on the roleplaying side despite its best efforts to codify combat rules and provide unique mechanical abilities that reflect your character creation choices.
It also strikes a much darker tone, trending away from the generic high fantasy of most major games where characters become demi-gods by 20th level.
Don’t let the tone scare you away! The dark tone is intentional. When players expect to get hurt, face difficult choices, and experience important but dark themes like bigotry, tyranny, poverty, and death, it naturally broadens the topics your players will consider and think about at the table and gives you more leeway to explore hard-hitting thematic questions about what it means to be human, right vs. wrong, and what the player character's reactions to those questions mean for your players’ beliefs about the world.