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Are mechanics really important to good roleplaying experience?
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<blockquote data-quote="Sundragon2012" data-source="post: 2619567" data-attributes="member: 7624"><p>I agree largely with these quotes and others like them expressed here.</p><p></p><p>The transparency of the system is important because it keeps you in the story as a player and allows me as a DM to tell a story without the system getting in the way. For example, the laws of physics (quantum or newtonian) are real mechanics for our world. However, we don't need to think about them to live our lives unless the type of work we do is rooted in dealing with these laws. We know the rules and will not step off a 100ft tall ravine because we know that the laws of physics dictates that we will either die or be very seriously injured. A game's mechanics along with the individual mechanics of a given setting determine what can and cannot be done in a given system.</p><p></p><p>To a lesser degree, a game system is like our laws of physics for the system in question. For example, there are no fireball tossing wizards in Vampire the Masquerade...in fact it isn't that those who use magic in that world are weaker than standard D&D wizards, its that the nature of the reality presented by the system is different. Its the mechanics of the system that determine realities like this. Having a D&D type wizard would screw that kind of game up so the mechanics prevent it in order to foster a certain kind of role-playing experience.</p><p></p><p>However, having said that, no gamemaster should be a slave mechanics that prevent him from telling a good story or crafting a good setting. All good settings tweak the mechanics of D&D to a lesser or greater degree because it is necessary to be able to capture the atmosphere of the setting in question.The Vancian magic system is fine for Greyhawk for example but many folks would prefer a point based system of magic. The mechanics of these two options dramatically alters the nature of mages in the game.</p><p></p><p>The mechanics are a tool set and sometimes you need a phillips screwdriver instead of a flathead. They are both screwdrivers but as in D&D not all tools are appropriate to all jobs. A good DM and good players can make so so mechanics work for a great game. My best campaign ever was in 2e D&D for example. A crappy DM and players can screw up the best mechanics making them irrevent.</p><p></p><p></p><p></p><p>Chris</p></blockquote><p></p>
[QUOTE="Sundragon2012, post: 2619567, member: 7624"] I agree largely with these quotes and others like them expressed here. The transparency of the system is important because it keeps you in the story as a player and allows me as a DM to tell a story without the system getting in the way. For example, the laws of physics (quantum or newtonian) are real mechanics for our world. However, we don't need to think about them to live our lives unless the type of work we do is rooted in dealing with these laws. We know the rules and will not step off a 100ft tall ravine because we know that the laws of physics dictates that we will either die or be very seriously injured. A game's mechanics along with the individual mechanics of a given setting determine what can and cannot be done in a given system. To a lesser degree, a game system is like our laws of physics for the system in question. For example, there are no fireball tossing wizards in Vampire the Masquerade...in fact it isn't that those who use magic in that world are weaker than standard D&D wizards, its that the nature of the reality presented by the system is different. Its the mechanics of the system that determine realities like this. Having a D&D type wizard would screw that kind of game up so the mechanics prevent it in order to foster a certain kind of role-playing experience. However, having said that, no gamemaster should be a slave mechanics that prevent him from telling a good story or crafting a good setting. All good settings tweak the mechanics of D&D to a lesser or greater degree because it is necessary to be able to capture the atmosphere of the setting in question.The Vancian magic system is fine for Greyhawk for example but many folks would prefer a point based system of magic. The mechanics of these two options dramatically alters the nature of mages in the game. The mechanics are a tool set and sometimes you need a phillips screwdriver instead of a flathead. They are both screwdrivers but as in D&D not all tools are appropriate to all jobs. A good DM and good players can make so so mechanics work for a great game. My best campaign ever was in 2e D&D for example. A crappy DM and players can screw up the best mechanics making them irrevent. Chris [/QUOTE]
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