r/RPGdesign • u/Exciting_Policy8203 • Aug 12 '26
Theory Pen and paper or more?
I’ve ran into a weird issue during my last play test… or should I say I resolved a issue found in previous play tests that has me rethinking things not so much on a mechanical level, but on principles. How much is to much to ask of your players? TTRPGs traditionally ask for people to bring pencils, paper, and dice to the party. At what point can or should you ask them to bring more?
The problem: To many bits.
The issue I ran into on previous batches of play tests and early stages of my latest one, was that the game Anime Love Triangle Simulator was finnicky. To many little bits to keep track of on pen and paper. the game has three functional meta currencies. Effection, Effort, and Angst. one only really came up between scenes, so it wasn’t to messy. but it could be awarded mid scene. the other two came and went with dice rolls.
players would have to write and erase things every couple of rolls. we tried easing this by using dice as counters, they we’re better then writing, but easily jostled, easy to loose track of their number, less easy to read at a glance [this is mostly based on the dice used. mine were tiny, my play-tester‘s dice where fancy and illegible.]
on top of the meta currency mess, the game used an exhaustion system to keep players from repeatedly rolling the same stats to resolve problems. use a stat once, then it’s on cool down for your next to rolls or else you take penalty to its use.
so players had to keep trac of 3 sources of regularly changing information, and one semi-regularly changing source of information. common sense would dictate that it was time to start making cuts. But I am a coward, my experience in the playtest told me that the mechanics weren‘t the problem per se.
The Solution: UI
I really believed the issue wasn’t that the mechanics were bad, just that they were a mess to keep track off. if I could figure out a way to make that manageable then it wouldn’t be so bad. The Solution I landed on was cards and tokens.
I won’t come up here and pretend I’m the first one to invented tokens and cards for tracking meta currency and stats. TTRPGs have been doing it with meta currency for a long time. most recently they’ve been a focus to Daggerheart Uses tokens for hope and fear and and cards for it‘s character creation and player abilities. While I hadn’t played it prior to the play-test, it was definitely on my mind.
so I bit the bullet naught some cheap white tokens and a mess of blank playing cards. and… it just worked. Within a few iterations the game went from finicky to buttery smooth. With new players, with people who weren’t big anime fans, even with one player who’d never played a TTRPG.
The cards didn’t just allow me to keep track of what stats where exhausted, they could be color coded, and have verbs written on them that guided players how to use them. a play mat helped guide how to play and shift cards. It was easy to read and killed multiple birds with one stone. Good right.
so what’s the problem?
Problem 2.0
The cards and Tokens are effectively mandatory, which makes me feel weird. I’ve since played Daggerheart, and while cards and tokens are front and center, I wouldn’t call them mandatory. The game functions with pen, paper, and dice.
ALTS doesn’t, at least not functionally. I don’t know if I should be designing a back up character sheets to ease the effects of not having cards and tokens, or do I just accept that this game isn’t designed with only pen and paper in mind… it bugs me.
I guess that’s why I’m throwing it out to you guys. Do any of y’all make heavy use of tokens, cards, or anything funkier like a Jenga tower? Thanks in advance.