aramis erak
Legend
Because the rules are the basis for understanding how the setting differs from reality,How so?
Because the rules are the basis for understanding how the setting differs from reality,How so?
I made a homebrewed replacement for D&D alignment inspired by the old White Wolf personality traits and one of the psychological test + severe selfishness & severe selflessness that profiles a person's morality relative to the rest of the population on a number of axes that quantify moral values by type, though I simplified it to just a sort of +X, 0, -X granularity, and customised it a bit.Do you have a favorite mechanic or subsystem that you port into most or all of the games you run (or play, but this is usually a GM level decision).
Do you have a mechanic you like that you import most or all of the time?
Not a mechanic as such, but rather a couple of "house rules" that are beyond the system:Do you have a mechanic you like that you import most or all of the time?
I have used and am using worldbuilding mechanics from the ...Without Number series and ACKS II in my Level Up game. Did that yesterday in fact. I expect I would do the same in any game I run; it's really good stuff.Less often but still regularly, I import the Warmachine and Domain Management systems from the BECMI rules into all forms of D&D and most D&D adjacent games, since they are effectively bolt-on.
Not for me. The setting description and worldbuilding details are the basis for that understanding. The job of the mechanics IMO is to explain how that translates to something we can play.Because the rules are the basis for understanding how the setting differs from reality,

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