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Tabletop Will Phillips
@willphillips.org
🎲 Tabletop Games 🚫 No Sociopolitics, No Drama 📷 instagram.com/tabletop.will.phillips ⌨️ tabletop.willphillips.org
Love these kind of tweaks to the standard takes on D&D races and settings!
February 1, 2026 at 5:16 AM
Oh, a single addendum to the examples of "mechanics-first" #ttrpg design:

Luke Crane. Burning Wheel, Torchbearer, & Miseries & Misfortunes.

www.burningwheel.com

(However, I'd sadly say that his approach is so mechanics-first it becomes obtuse & inaccessible. Still, all good references.)
January 30, 2026 at 1:33 AM
Huge thanks again to @johnharper.bsky.social (AGON) and @jesseross.com (Trophy) for the inspiration.

The philosophy of those two games is all over Hexingtide - this project that's occupied much of my ADHD, burned-out, hobby designer brain for too long now!

Thanks for putting your work out there.
January 30, 2026 at 1:29 AM
To close, there's lots of exceptions and other interpretations you can have on what makes any given TTRPG "mechanics-first" or "fiction-first."

That's fine. I have little interest in debate or philosophical wordplay about it.

This is just a rubric that works for me.
Maybe you, too?
January 30, 2026 at 1:23 AM
Now, in my experience that definition of "fiction-first" is pretty well a fully overlapping Venn diagram with minimalist and rules-light games, but... I'm sure there has to be a crunch, fiction-first #TTRPG out there somewhere, right?
January 30, 2026 at 1:21 AM
A lot of the #NSR and strains of the #OSR come to mind:

Starting with Into the Odd by @bastionland.bsky.social and all its spiritual descendants (e.g. Chris' own rules, Cairn, etc. dozens of cool games).

Player problem-solving and framing challenges first by what's happening in the narrative.
January 30, 2026 at 1:20 AM
In contrast with aaaaall of that about "mechanics-first"...

I tend to think of as "fiction-first" those games whose "rules fade into the background" and you only roll dice when a truly uncertain question or challenge come up.
January 30, 2026 at 1:17 AM
And if you don't? Well, then that helps you grow your own #ttrpg taste palette - and that's good, too.

It's boring to stay in a world of #5E alone (or #PBTA or #BITD, too).

bsky.app/profile/will...
I'm personally uninterested in TTRPGs as puzzles or problem solving. I prefer my escapism.

Let me have fun, tell a story, & roll a die to get past a challenge w/ fun narration. Don't boat anchor me with a riddle or logical trap.

It's why I bounce off hardcore OSR and dungeon-delving games.
January 30, 2026 at 1:12 AM
That's the *essence* of "mechanics-first" TTRPGs to me.

Not good or better - or bad or worse than other playstyles.

So many great takes on the roleplaying game experience out there.

Try out some of the rules in the thread if you haven't heard of them. You may like the approach taken!
January 30, 2026 at 1:10 AM
That is to say, the rules work best when players and GMs are on the same page about playing within the structure of the rules and the expectations of the story/genre...

And break very easily when a table ignores, avoids, or tries to brute force their way through the same mechanics.
January 30, 2026 at 1:09 AM
Hexingtide gameplay is bounded within very structured scene types: "exposure" scenes of monster protagonists fleeing from angry mobs, "temptation" scenes of other inhuman sorts with offers to turn backs on humanity, etc.

willphillips.itch.io/hexingtide
Hexingtide (Early Access) by Will Phillips
Minimalist Monstrous Roleplaying
willphillips.itch.io
January 30, 2026 at 1:07 AM
Agon and Trophy are both big influences on the monster mash #TTRPG I'm designing called Hexingtide.

The stories it tells are more open-ended than either, but I lean hard into strict, structured mechanics and procedures in its rules to emulate pop culture, literature, & folklore monster stories.
January 30, 2026 at 1:00 AM
Modern #OSR games like Errant and His Majesty The Worm definitely put their mechanics and procedures front and center.

@riseupcomus.bsky.social
riseupcomus.itch.io/his-majesty-...

&
killjestergames.itch.io/errant
January 30, 2026 at 12:58 AM
(Okay, maybe not that hot of a take!)
January 30, 2026 at 12:57 AM
Controversially, I think you could make the argument that the most old school iterations of the OSR are also mechanics-first:

Dungeon turns, encounter procedures, etc. make me consider the idea, at least.
January 30, 2026 at 12:56 AM
Its adventures ("incursions") follow linear paths into the aforementioned forest, an ever-tightening circle of dread.

In response, the actions your characters are proscribed to be taking are tied into very specific, limited mechanics.

The rules are laser focused on this.

trophyrpg.com
January 30, 2026 at 12:56 AM
Trophy Dark and Trophy Gold by @jesseross.com and popularized by @gauntletrpg.bsky.social also feel very mechanics-first to me:

The dark, dreadful forest wants you dead, and you're desperate and dumb enough to tread ever deeper into it.

(Particularly so if you're playing Dark over Gold! 😉)
Trophy - A roleplaying game of tragic fantasy
Trophy is a collaborative storytelling game about a group of treasure-hunters on a doomed expedition into a forest that doesn’t want them there.
trophyrpg.com
January 30, 2026 at 12:53 AM
(Heck, I'd even listen to an argument for Blades in the Dark, by the same designer, being mechanics-first.) #bitd
January 30, 2026 at 12:50 AM
Some examples that reflect "mechanics-first" design to me:

Agon by @johnharper.bsky.social: you play from island-to-island, facing a challenge or contest of some sort that showcases what sort of Homeric Greek heroes you are. Very tight. Deviate from that at your risk.

www.agon-rpg.com
AGON: Forge your legend in the trials of glory.
www.agon-rpg.com
January 30, 2026 at 12:50 AM
By that, I think of TTRPGs that:

- Lead with big, bold mechanics and process of play, and

- Expect players and GMs to conform closely to those mechanical structures (at least to achieve the intended gameplay experience, tone, and genre references).
January 30, 2026 at 12:48 AM
re: "mechanics-first"

I think there can be an aspect of "you know it when you see it" to mechanics-first games that has a pretty strong overlap with procedure-heavy games (IMHO).
January 30, 2026 at 12:47 AM