The Shaman
First Post
This approach definitely has its advantages.The folks I game with take readily to the concept of separating out a mechanical condition from an in-game description, so for us "prone" can mean "sprawled inconveniently on its back," and "punch" can mean "grab behind the head, lift halfway up and throw into the ground."
This was one of the arguments pertaining to classes in d20 - does the class fluff really have anything to do with the class abilities? Frex, the Soldier advanced class in d20 Modern can represent a Mafia goon, a Burgundian halberdier, a SWAT team member, or a guerilla as readily as it does a member of the military. One of the reasons I liked d20 Modern so much was this versatility with respect to the classes.
I can see that as well. Hit points - the abstract representation of toughness, skill, and luck - are perhaps the most venerable example of this. A 'hit' can be a described in a wide variety of ways, many of which do not come from an actual blow or wound. Frex, again using d20 Modern, characters in combat with firearms could be 'hit' by a riccochet which knocks brick-dust in their eyes or a near-miss which tears at their clothing or gear.One of the nice side effects of this approach is that you effectively gain a wider variety of scenes that happen in an in-character context, while still keeping track of a relatively limited pool of mechanics. Quite fond of that approach, personally.
However, one of my take-aways from playing games like d20 Modern is that I prefer systems in which the mechanics specifically reinforce the experience of the game-world. The elegant fencing rules in Flashing Blades, the brutally lethal firearms and knife-fighting rules of Boot Hill - in my experience, these contribute to both genre-emulation and verisimilitude in the game-world in ways that more abstract systems do not, which is one of the reasons I moved away from d20 Modern, still my favorite generic roleplaying game, toward more purpose-built games.
It's also why I genuinely admire games like FATE and HeroQuest but will probably never play them. I think the mechanics of both systems are intriguing, but the prospect of actually running a game with either one holds little appeal for me. Horses for courses, again.