What clever mechanic do you think most games would benefit from using, and why?
What clever mechanic do you think most games would benefit from using, and why?
...I think I need a drink.You mean, besides Gumshoe's clue system, 4th Edition's bloodied status, and Numenera's XP?
I like my system's Mostly Dead rule. It basically says: characters don't die. Why make PCs roll new characters, when you can just make the story more interesting? If a character takes max damage, let him get back up after the fight, but give him a permanent feature, like a limp, missing limb, or a scar. Or get even crazier, and make that character a ghost, or zombie, or take the adventure into another plane.
If so, that may be because you don't differentiate between "most" and "all."if you answer this question with an affirmative, to me it sounds like you are saying all games ought to have the same goals and intentions.
Aha! I didn't think of that. Although I believe one can actually come up with a lot of things that most roleplaying games ought to have, like for instance character attributes, Rule 0 has got to be "the" mechanic that most rpgs really should have.I feel Rule 0 is the cleverest mechanic.
I can't otherwise think of something else where I went "Ah, neat. Good way to do it." out of being generally impressed with the elegance and effectiveness.
I'm not sure if that's D&D-specific or shows up in every system already.
Dethklok;6270897If so said:It doesn't sound any less absurd to me if you substitute "most" for "all".
I'm not sure "Rule 0" meets the definition I would use for a "mechanic" since you can't put Role 0 into a computer program and have it resolve the outcome, but even if we ignore that it is possible to imagine a whole bunch of RPGs that wouldn't benefit from "Rule 0". Pretty much any game played a gamist, competitive or adversarial manner pretty much needs the rule, "The rules will not change during play." as well as probably, "Rule changes must be approved by consent of all players." Even D&D played in a tournament setting lacks "Rule 0", and there are a great many tables where player trust of the GM is so low that they've depricated rule zero. Plus, there are games that are played without referees, or with a rotating hat for the story teller role. It's quite possible to run a LARP style game without a GM or largely without GMs, in which case "Rule 0" is certainly not in effect.
We could come up with a lot of meta-rules for games, some of which I would argue are much stronger than 'Rule 0', such as, "No one has to continue to play if they are not having fun." However, I wouldn't attempt to argue that such a meta-rule was actually a game mechanic.
Oh my gosh! Look at all the neat threads over here! I'll bet there is at least one where you can accept the basic premise before posting.It doesn't sound any less absurd to me if you substitute "most" for "all".
You are using definitions for "mechanic" and "rpg" that I don't recognize. Many of the best games I've played in consisted of rule zero and nothing else - no character sheets, no dice, nothing except the players saying what they do and the gamemaster saying what happens; I have no desire to redefine the term "rpg" so that I no longer have a word to describe what we were doing.howandwhy99 said:I'd have to agree that Rule Zero isn't a game mechanic at all. In fact, it's basically a rule that at any time you can quit following the rules of the game. ...and then you won't be playing one, so...
Are you suggesting that most roleplaying games would benefit from having a board? Why?howandwhy99 said:Game boards are very useful game mechanics. This doesn't have to be a cardboard cut out. Mancala has a unique board, so does Backgammon.
Oh my gosh! Look at all the neat threads over here! I'll bet there is at least one where you can accept the basic premise before posting.
You are using definitions for "mechanic" and "rpg" that I don't recognize.
Many of the best games I've played in consisted of rule zero and nothing else - no character sheets, no dice, nothing except the players saying what they do and the gamemaster saying what happens; I have no desire to redefine the term "rpg" so that I no longer have a word to describe what we were doing.

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