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Beg, Borrow, and Steal

Tuesday, January 13, 2026

Primary Blog/Beg, Borrow, and Steal

Beg, Borrow, and Steal

A case for pulling alternate rules into your home games

Guest Article by Adam Caldwell

Beg, Borrow, and Steal

There isn’t enough time in the week for me to play every TTRPG I want to play. I started in a homebrew fantasy system, jumped to D&D, then Pathfinder, and from there my “I’ll just try one more system” problem got out of hand. At this point, I’d need a spreadsheet to explain what I’ve dabbled in.

And honestly? I love it.

A big part of what keeps me coming back to different games is how each one spotlights unique mechanics. So, over time, I started bringing some of those mechanics back to my own table. Sometimes they’re “inspired by.” Sometimes they’re straight-up stolen. (Respectfully. Like a raccoon with a top hat.)

Before anyone panics: I’m not saying “rip out your system and rebuild it.” I’m saying you can occasionally borrow a tool when your current toolbox doesn’t have the right wrench.

You’ll hear the pushback:

• “Rules are there for a reason.”

• “The mechanics are the game.”

• “If you want those mechanics, why not just play that system?”

All fair points. And most of the time, I agree. Some games are so tightly woven that messing with their mechanics is like pulling a thread on a sweater.

But sometimes the system you’re running doesn’t have the mechanic you need. Or the version it has is… fine, but flat. Or you just want to freshen up a scenario with something that sparks player attention again.

That’s where selective borrowing can shine.

Three rules for stealing mechanics without ruining your game

1) Use extra rules for a reason

“I think it’s cool” isn’t enough if it doesn’t fit the game you’re playing. Borrowed mechanics shouldn’t disrupt play, they should enrich it.

When I steal mechanics, I’m usually looking for one of three things:

• a missing function I want at my table

• extra interest for a specific scenario

• a smoother way to facilitate play

2) Use them sparingly

Too many borrowed mechanics can turn your game into a confusing, sluggish Frankenstein. The goal is “spice,” not “new rulebook mid-session.”

3) Be consistent

If you transplant a mechanic, rule it the same way each time. Players trust consistency. If you need to adjust it, talk it out openly and give a heads-up before the session so nobody gets blindsided.

Four borrowed mechanics worth trying

The Escalation Die (13th Age)

This one does two things well: it shows rising urgency in a fight, and it speeds combat up by increasing the odds of hits landing.

How I’ve used it in D&D/Pathfinder:

Use a d6 to track a growing bonus to hit for PCs (and named villains). As the fight drags on, momentum builds and the table feels the pressure climb.

Why it works:

Players feel the battle tightening. Combat stops dragging and starts racing.

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Negotiation Track (Red Markets RPG)

Red Markets uses a competitive negotiation track when the party gets hired. It gives a visual “ebb and flow” to the conversation and makes negotiations feel like an event instead of a single roll.

Why I like it:

It gets the whole party involved, not just the face character. And it turns “we haggle” into something the table can see and react to.

Where it shines:

Job offers, fragile alliances, hostage talks, bribery scenes, tense diplomacy… anything where the stakes matter.

Twists (Sentinel Comics RPG)

Sentinel Comics RPG runs on a success continuum, but the gold is in the middle results: Major Twists and Minor Twists.

Major Twist: “Failing forward.” You don’t get what you wanted, but something else changes. Or you do get it, but you pay for it (HP, resources, reputation, narrative cost).

Minor Twist: You succeed, but now there’s a new problem to deal with.

Fumbles and crit-fails can live here too, but that’s a whole different rabbit hole.

Why it works:

It keeps scenes moving and makes outcomes interesting even when the dice don’t cooperate.

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Stakes (Upwind RPG)

Upwind uses stakes with card bidding instead of dice, but you can steal the most useful part: clarifying consequences up front.

Before the roll, the GM defines what success and failure actually mean.

Some outcomes in games are fixed (miss = miss). But plenty are flexible:

• “Talk your way into the mayor’s office”

o Success: you get the meeting

o Failure: guards get called, you may spend the night in jail

Why it works:

It makes rolls feel meaningful, cuts down table arguments, and turns skill checks into story beats.

Final thought

Mechanics are tools. Borrowing outside rules—sparingly, consistently, and on purpose—can bring real energy to a table without turning your game into chaos soup.

Hope this sparks some ideas. Happy gaming.

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About the Author


Adam Caldwell is a GM of 20 years and one-half of the TTRPG Podcast Rise of the GM. He loves worldbuilding, discovery, telling great stories, and spending quality time with people. Reach out anytime at riseofthegm@gmail.com




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