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5

We've got a lot of very early games where good roleplaying gives you experience points, or in the case of Whitewolf games, things like minor Willpower recharges. I think there's a big jump between those types of mechanics and the direct "good roleplaying now = immediate mechanical bonus" so I'll focus on those games in particular. James West's The Pool has ...


2

I can think of four systems that might fit the bill. I'm basing these recommendations on the following assumptions, two of which I'm assuming are implied from the question and the rest based on my experiences running a system specifically focused on one-on-one player combat (Street Fighter: the Storytelling Game, which was centered around group/singular ...


3

Advantage and Disadvantage This mechanic acts as a replacement for crunching plusses and minuses for a lot of different rolls for hits, saves, and DC based ability checks from previous editions. Advantage's direct ancestor is from the D&D 4E Avenger, who can roll 2d20 on certain attacks and take the highest score as the roll. Disadvantage is its ...


0

Inspiration: DM awards Good Play Points awarded (5e DMG Inspiration) by the DM for a roll boost due to good role play appears to go as far back as the Strategic Review (the last issue) in an article by Gary Gygax, April 1976. This addressed subjective/judgment based decisions by the DM in favor of a player. The result is that a poor result (typically a ...


6

Backgrounds and skills Traveller An early example of formally exploring backgrounds was during the RPG boom in the mid-to-late 1970s in Traveller by GDW (1977). Skills that could be used during the game from the character's background were determined during character creation. One could already have had a career in something else, and perhaps knew how ...



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