Unending Tinkering

Gift Horse 26:  The Index Card RPG Review

General Overview

Index Card RPG (ICRPG) is a rules light game from Runehammer games that focuses more on a way to approach running game sessions (and prep for them) then the specific mechanical rules (not that there aren't any). It leans heavily on compartmentalization of rules, mechanics, stat blocks, to fit on actual index cards. And I do mean actual index cards, it does focus on a tabletop gaming session as a physical space with actual people doing actual tasks. Already a leg up on most RPGs at that point.

A Mechanic that works really well

One reason Combat comes up as a focus in RPGs is because it has the best mechanical structure (its only real competitor is the attritional turn based structure of older dungeoneering rules). Most other mechanics always seem to be about a "yes/no" binary check of some sort, and those are fine for their purpose: which is to get out of the way and answer a question of randomness. But there is value in partial successes that can be build upon and are competing with compounding failures. This is what builds tension.

ICRPG takes the concept of traditional combat, strips it back to what it actually represents and uses that more broadly.

You roll against a target number (to hit) and if you succeed cause a secondary build up of points (damage) against a final target number (HP total).

When you make an "attempt" in ICRP you roll a d20 + Stat mod against a target number. If you succeed you roll an Effort Die and build up Effort against a goal number

Shooting an alien? Use this like standard combat. The other party member trying to keep the reactor from melting down at the same time? Same mechanics, but different stat and instead of effort being damage with a die based on their gun, it would be effort as repair points (or some such) with a die based on the toolbox they have.

I am obviously a huge fan of putting interesting tension building mechanics similar to combat, to solve non-combat situation. A+.

A detail that lifts above its weight

Honestly just the description of the game session as a physical place and focus on when props can be useful. The Hero Coins serve a purpose similar to fate/destiny in NGR and use real coins. If you have out cool magic items you put them on a card and actually hand them out. It IS an important way of thinking.

Constructive Feedback

There are three kinds of turns "Action Only" , "Move Nearby and Take an Action" and "Move Far Away". It uses abstract spatial mechanics so the move near/move far is important.

But, there is no purposes to have "Action Only" as far as I can see. You may as well Have "Action and Optional Move Nearby" or "Move Far Away". Of course I think it would add way more choice with little complexity if you had some benefit from not moving, like "Two Actions" or "Action + Bonus Effort on success" or something.