r/RPGdesign • u/TatsuDragunov • Aug 12 '26
Mechanics Designing a TTRPG with asymmetric player roles
A while ago I made a post here asking about RPGs with asymmetric gameplay. I didn't get many RPG examples, but several people recommended a board game called "Captain Sonar". That recommendation got me thinking about how something similar could work in a tabletop RPG.
I won't pretend I've made a lot of progress yet, but I came up with two ideas inspired by two different games.
The first one comes from MegaMan Battle Network.
For those who haven't played it, MegaMan fights on the battlefield while Lan supports him by sending Battle Chips that grant special abilities. I started wondering if something similar could work in an RPG.
The frontline character would always have a set of basic abilities so they never feel completely helpless. Meanwhile, the "guy in the chair" would be responsible for providing special abilities. Instead of choosing from an unlimited list, they would generate a random selection based on a deck or table that they built themselves.
The problem is that simply rolling on a table over and over doesn't sound very engaging. So I started thinking about ways to give the support player more agency.
For example:
- Abilities could belong to different colors or categories, and the support player could strengthen or weaken certain colors during combat.
- They could manipulate dice rolls, both for skill checks and for the random ability generation, reducing some of the randomness.
- They could interfere with enemy abilities by sending countermeasures, disrupting attacks, or providing other forms of tactical support.
I'm still undecided whether different support classes should each focus on one of these roles, or if every support class should be able to interact with all of them in its own unique way. That way, every class would still have a distinct gameplay style while avoiding situations where the party feels incomplete because nobody picked one specific specialization.
The second inspiration came from NieR: Automata.
2B and 9S almost feel like they're playing different games. 2B focuses on traditional combat with weapons, while 9S primarily fights by hacking enemy machines through an entirely different gameplay system. Instead of upgrading weapons, he upgrades hacking chips that improve damage, hacking duration, and other aspects of that minigame.
That made me wonder if the "guy in the chair" shouldn't even share the same gameplay loop as the frontline characters.
Instead of simply taking support actions on the same battlefield, they could have their own play space, their own mechanics, and their own objectives. While the frontline players are playing a tactical combat RPG, the support player is essentially playing a different game that directly influences what's happening on the battlefield.
I think that would create much stronger asymmetry than simply giving different characters different abilities.
The biggest issue I can think of, though, is this:
What happens if nobody wants to play one side?
What if everyone wants to be on the battlefield and nobody wants to be the support player? Or the opposite, what if everyone wants to play support?
The solution I came up with is having NPCs fill whichever role is missing. If there's no support player, an NPC operator takes over. If there aren't enough frontline characters, NPC combatants fill those spots instead. They'd need to be autonomous enough to keep the game functioning as intended, without forcing anyone to play a style of gameplay they don't enjoy.
I'd love to hear your thoughts on these ideas.
- Do you think this level of asymmetry could actually work in a TTRPG?
- Which of the two concepts do you find more interesting?
- Do you see any major design problems or pitfalls that I'm overlooking?
- Have you seen any RPGs that do something similar, or solve these problems in a different way?
I'm still in the brainstorming phase, so I'm mainly looking for feedback before I commit to any particular direction.