Celebrim
Legend
I pretty much disagree with the whole premise.
First, I find games that are 'about something' make for great one shots and mini-campaigns, but really aren't that interesting in the long run because they are too one dimensional.
Second, even supposing I have a game that is about 'Hope', having a 'Hope' attribute doesn't make the game more about 'Hope' nor does having a 'Hope' attribute and mechanic necessarily mean that the game is about 'Hope'. This is pretty obvious examining existing games. In WoD, having a willpower score in no way meant that games were about resisting becoming monsterous. In practice, virtually no WoD were about that, and to the contrary examination of the monster was almost completely absent in most WoD's I was familiar with. In practice, a game master that tried to force the game to be about that would have found the willpower score to be a very great obstacle to doing so, since any player not desiring this to be a game about the descent into monsterousity (if only for the simple reason that attributes like 'willpower' and 'hope' are means of interfering with player choice) would have simply gamed around the willpower mechanic. At that point, all the willpower mechanic was was a sort of tax on the player's other attributes, the severity of which depended solely on the story teller's inclination.
Likewise, the presence of dark force points in Star Wars doesn't necessarily make the game about resisting the pull of the dark side. And for that matter, having a sane score in Call of Cthullu doesn't necessarily make the game about retaining your sanity in anything but the most mechanical sense.
My answer to this question is very simple: my game is about the player's characters. Everything that happens is simply a stage for them to work out who those characters are and every story is ultimately about them. Hense, my game is about 'Hope' if and only if one of the players wants to explore the theme of hope. I could not force my game to be about hope by including a hope mechanic if such an exploration was uninteresting to them. It's far easier to railroad the players into exploring a dungeon than it is to railroad them into exploring an idea. At most, and this is from my experience really asking to much of a game system no matter how well designed, the mechanics and setting of a game might suggest particular lines of inquiry, particular themes, and particular tropes but for the most part the focus of the story is up to the players.
First, I find games that are 'about something' make for great one shots and mini-campaigns, but really aren't that interesting in the long run because they are too one dimensional.
Second, even supposing I have a game that is about 'Hope', having a 'Hope' attribute doesn't make the game more about 'Hope' nor does having a 'Hope' attribute and mechanic necessarily mean that the game is about 'Hope'. This is pretty obvious examining existing games. In WoD, having a willpower score in no way meant that games were about resisting becoming monsterous. In practice, virtually no WoD were about that, and to the contrary examination of the monster was almost completely absent in most WoD's I was familiar with. In practice, a game master that tried to force the game to be about that would have found the willpower score to be a very great obstacle to doing so, since any player not desiring this to be a game about the descent into monsterousity (if only for the simple reason that attributes like 'willpower' and 'hope' are means of interfering with player choice) would have simply gamed around the willpower mechanic. At that point, all the willpower mechanic was was a sort of tax on the player's other attributes, the severity of which depended solely on the story teller's inclination.
Likewise, the presence of dark force points in Star Wars doesn't necessarily make the game about resisting the pull of the dark side. And for that matter, having a sane score in Call of Cthullu doesn't necessarily make the game about retaining your sanity in anything but the most mechanical sense.
My answer to this question is very simple: my game is about the player's characters. Everything that happens is simply a stage for them to work out who those characters are and every story is ultimately about them. Hense, my game is about 'Hope' if and only if one of the players wants to explore the theme of hope. I could not force my game to be about hope by including a hope mechanic if such an exploration was uninteresting to them. It's far easier to railroad the players into exploring a dungeon than it is to railroad them into exploring an idea. At most, and this is from my experience really asking to much of a game system no matter how well designed, the mechanics and setting of a game might suggest particular lines of inquiry, particular themes, and particular tropes but for the most part the focus of the story is up to the players.