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<blockquote data-quote="Fenris-77" data-source="post: 8168427" data-attributes="member: 6993955"><p>One con that has been brought up a couple of times has to do with the sliding scale between mystery and discovery on the one hand and player setting input on the other. So there's that sort of thing. When it comes to lightly mechanized stiff like favours and influence I don't think there's huge downside overall. </p><p></p><p>One that does come up though, is if the mechanics you use are overly rigid and over-defined it can suck a lot of the creativity out of things. In the case of my versions of that I try to use a light hand when it comes to defining what, say, a minor favour is. I want to leave room for improvisation from the players, and also some room for me as the GM to factor in contextual stuff without contradicting the mechanics. I want guides to things like favors and influence, not rules.</p><p></p><p>Another potential pitfall that can hamper an effort to hack other systems into an existing game is that sometimes you end up with a bit of an unholy mess of different mechanics that are poorly integrated into the existing game, and different enough from each other that the players have more than I'd like to juggle when comes to remembering how everything works. This also applies similarly to games that simply have too many friggin' subsytems period, regardless of whether they're native or imported. I try to keep additional mechanics and subsystems for the key actions and bits that are the core of the desired emulation.</p><p></p><p>None of the above are insoluble of course, but they do need to be addressed when they appear.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8168427, member: 6993955"] One con that has been brought up a couple of times has to do with the sliding scale between mystery and discovery on the one hand and player setting input on the other. So there's that sort of thing. When it comes to lightly mechanized stiff like favours and influence I don't think there's huge downside overall. One that does come up though, is if the mechanics you use are overly rigid and over-defined it can suck a lot of the creativity out of things. In the case of my versions of that I try to use a light hand when it comes to defining what, say, a minor favour is. I want to leave room for improvisation from the players, and also some room for me as the GM to factor in contextual stuff without contradicting the mechanics. I want guides to things like favors and influence, not rules. Another potential pitfall that can hamper an effort to hack other systems into an existing game is that sometimes you end up with a bit of an unholy mess of different mechanics that are poorly integrated into the existing game, and different enough from each other that the players have more than I'd like to juggle when comes to remembering how everything works. This also applies similarly to games that simply have too many friggin' subsytems period, regardless of whether they're native or imported. I try to keep additional mechanics and subsystems for the key actions and bits that are the core of the desired emulation. None of the above are insoluble of course, but they do need to be addressed when they appear. [/QUOTE]
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