Reynard
aka Ian Eller
No, that is the procedure of play.The core mechanic isn't rolling dice; it's the communication between players.
No, that is the procedure of play.The core mechanic isn't rolling dice; it's the communication between players.
What's the difference between procedure of play and core mechanic??No, that is the procedure of play.
Depends on what the PCs (who we are paying the most attention to during active play) are doing with their time. If the PCs choose to spend their time fighting monsters and exploring dungeons (as will often be the case), of course those things will come up in play, as will finding magic items as appropriate to the activity in which the PCs are engaged and the characteristics of the setting. Managing tooth decay, paying taxes, and maintaining your home can all be handled with varying degrees of abstraction as desired, usually during downtime.So....tooth decay, taxes, and home maintenance are just as likely to occur as fighting monsters, exploring dungeons, and finding magic items?
I would replace storytelling with engagement with the setting, but otherwise I agree.Hmm. I think the core premise behind RPGs is communication, storytelling, and roleplaying.
But the core mechanic is....a mechanic.
This question underscores your position that there isn't a difference, so I am not sure there is much I can say to change your mind.What's the difference between procedure of play and core mechanic??
I would replace storytelling with engagement with the setting, but otherwise I agree.
If you design your own RPG, I really, really, really believe the idea of mechanics is attached to two very specific things:I am interested in getting a sense for what people like about a "good" core mechanic. What makes a "good" core mechanic, anyway? What are some of your favorites from various games, and why? Have you ever like a core mechanics but disliked the system as a whole? Vis versa?
As for liking a system, but not liking one of its mechanics - I can't stand the hit point bloat found in D&D and PF. But I like both systems.
Riffing off of what @Scott Christian wrote above, some thoughts (that stray from "core mechanics"):
First, I strongly believe that mechanics can evoke setting & mood. It's why I'm not a fan of porting/re-fluffing 5e to every setting and genre, or the way Modiphius uses their same mechanics for everything under the sun. So start with the feeling you want to evoke, and then design mechanics that support that. (Giving you feedback on that process would be fun, too.).
When I first discovered TOR it took me a while to wrap my head around the fact that Hope points did not refresh. There were a few ways to get them back, but basically it was a resource that dwindled over your character's career. That blew my mind, and it was very evocative of Tolkien! But in return for it being precious it was powerful: you could use it to alter a roll after the fact.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.