Although tabletop-roleplaying games and videogames share many things in common, one of the biggest advantages ttrpgs have is how they are not run by a pre-programmed algorithms, but by the imagination, critical thinking, and commonsense of the players.
The mechanics of Witchgates serve as a guiderail to assist players as they come across gaps that are not explicitly covered by the core rules. This can cover character tasks that aren’t explicitly defined by a type of skill or common action, weird interactions between character abilities, or many other odd situations that may appear within a game.
Players should be comfortable with discussing these situations with each other, allowing the GM to give the final decision on how that situation will work, consistently follow the new ruling in the future, and be open to re-evaluate it if players feel the need.
In a videogame, if the game has not been programmed for a character to climb through a window, then that option is simply not possible in the game. In contrast, within a ttrpg, although there is no explicit rule defining how a character should climb through a window, the players can collectively consider a situation and decide if it is possible or not.
Justification
Witchgates follows the idea that the narrative, as discussed by the players, justifies where mechanics impact the game. In its base essence, the concept of justification allows for the “this makes sense to me” flexibility that hard-coded games cannot afford. The game conversation assumes players can discuss and agree on what makes sense and is possible. Here’s a list of some of the mechanics that follow this philosophy:
- Players choose the skill, merit, scene aspects, and resources to use for an action, but must be able to explain how they apply for the situation.
- Players can create their own Merits and Temporary Merits with abilities based on the context of their creations. (Creating Merits Guide)
- Mundane Gear is managed “in-the-moment” based on a character’s need and ability to have prepared ahead of time. No “I would have had this on me” moments necessary.
- Players may take “flashbacks” to retroactively have been prepared for a situation. While a flashback can’t change what has already happened, it allows a player to gain a measure of control within a scene and minimizes the need to plan for major encounters.
Ultimately, Witchgates was built to avoid “No” and to encourage players to consider the ways their character can pursue an action – how they can justify using the tools and capabilities of their characters for a specific action. For action checks specifically, GMs are encouraged to say “Yes” to the skills, resources, and merits that a player may call upon for the action, trusting their player’s justifications even when not fully convinced- the system is made to handle it and GMs can request minor Cuts when necessary.
Players, for their part, should also consider how their actions affect the narrative and fun for the table – and avoid taking actions that may ruin the fun for others (including the GM) even if they have a valid justification for it.
Questions of Justification
The following list includes some topics players may stumble upon where they will talk and agree on how handle those situations. For each topic there is a proposed solution, but your own gaming group may differ or require a more defined numerical answer.
- Questions of Range
“At what point does a player need to cut for precision when targeting something far away?”
“Can I use this giant ranged weapon at someone attacking me with a sword?”- “We agreed earlier to require a Cut to target someone’s head from 20ft away, and at this range the target is the smaller size than that person’s head, so you should probably Cut.”
- “Something small like a pistol is easy to maneuver, but you’ll still take a cut for using a ranged weapon in close range by the rules. However, for that giant cannon, you’ll need to either take 2 Cut of harm yourself too.”
- Questions on Action Checks
“Can I ‘brute force’ a conversation topic?”
“Can I apply the specimen ‘electric eel’ to intimidate them?”
“Can I use my ‘Skyhide Shield’ merit as a lever to open the hatch?”- “Sure, how do you go about it?”
- “You can use the eel, but you don’t know how that might change the level of Effect of your action. It could raise or lower it.”
- “You can use the shield, but if any harm comes from the action, mark it on your shield.”
- Questions of Effect and Position
“Would cold damage be extra effective or less effective against a fire elemental?”
“Does my character’s fur protect me from the heat of the fire?”- “You get the feeling that getting anything cold to the elemental might be difficult since the fire heats up the surroundings. But if you can successfully hit it with something cold, it would probably be extra effective.”
- “Unfortunately, we already know your fur is pretty flammable. While its still risky for everyone else to cross the fire, your in a more desperate situation.”
- Questions of too much power?
“Can I scry inside a person’s body to use my teleport ability on an vital body part?”
“Can I summon a monster 30 feet an enemy to drop them onto the enemy?”- “Let’s limit scrying to open space and teleport to fully isolated objects – no tearing. Otherwise this might trivialize future fights.”
- “Sure, just know that the summoned creatures probably won’t like it and word might spread.”
OR “All summoned and created objects have feather fall on them until they either land or you touch them.”
OR “sure, but enemies may also now try dropping things on you.”