Of Universal Systems

Every so often on twitter, as I scroll through the #ttrpg tag, I see a certain type of tweet. It’s always from an account with a game-studio-sounding name I’ve never heard of, something like Darkwood Games or Blathersplotch Studios. In the tweet, they announce an exciting new UNIVERSAL table-top roleplaying system! Finally! A system that puts YOU in control! You can do whatever you want with it! Be a pirate! Or a space captain! Or (insert third generic genre here)!

It always breaks my heart a little to see these posts, maybe straggling along with one or two likes. I add my own little heart icon, because hey, buck-up champ. We all deserve a shot, right?

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Prepping the Toolkit for Blades

In re-reading this Alexandrian article, I was struck by the idea of the “toolkit.” In the context of the article, they are designed as the tools that the villain uses to thwart the goals of the party. These are the sources of conflict, and, by my estimation, roughly analogous to the sort of go-to obstacles a villain (and therefore a GM) can throw at the players. The article divides the tools into toolkits into categories of personnel, equipment, physical locations, and information.

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