Design talk Irregulars ttrpg: Irregularities Within Irregulars Irregularities are the foundation of a character and the thing that makes them an Irregular. For making these very foundations of character creation I decided to (in addition to some stuff that's not relevant here) use 2 parameters, impact and vibes. Impact measures the impact a certain Irregularity has in incentivizing certain playstyles or habits. A good example of a high impact Irregularity would be the Empath, as it heavily incentivizes a gossip and connection based playstyle, taking people out not by fighting them but by convincing others to do so. A good example of a low impact Irregularity would be the doll Irregularity, it has a strong, but generic ability to ignore harm and does not heavily incentivize any specific playstyle. Vibes measure the amount of narrative backing a certain Irregularity has, this backing provides a mainly narrative idea of the norms around that Irregularity or the challenges they in particular face. A good example for a high vibes Irregularity would be the Methuseling, as it strongly emphasizes them being ageless, thereby giving them the unique experience of occasionally being alive before the Red Eye and the current way of life took hold. Now these are not set rules, not all Methuselings are melancholic and old, but it does provide an expectation. This expectation can then be used by players to make a character that might explicitely refuse them, being old, but still seeming young or any number of other things.
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