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Clever Mechanic?
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<blockquote data-quote="howandwhy99" data-source="post: 6271400" data-attributes="member: 3192"><p>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...</p><p></p><p>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. Cards are "tapped" in front of a player to demonstrate their positioning in game too. But not all games have a geometrical space to calculate within to play the game. The calculation may go on in a player's head, like in 20 Questions.</p><p></p><p>Game Resources are another very popular game mechanic with vast variety, but not one that is essential to the design of a game. </p><p></p><p>Games with Win and Loss conditions are very common, though I don't think D&D has the former. I think a TPK represents a loss in D&D for a group. Individual players can start over with new characters after theirs is irrevocably lost and other players' PCs aren't, something that's actually quite difficult to do. D&D doesn't really have a Win condition, but a score is kept for each player in terms of XP.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 6271400, member: 3192"] 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... 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. Cards are "tapped" in front of a player to demonstrate their positioning in game too. But not all games have a geometrical space to calculate within to play the game. The calculation may go on in a player's head, like in 20 Questions. Game Resources are another very popular game mechanic with vast variety, but not one that is essential to the design of a game. Games with Win and Loss conditions are very common, though I don't think D&D has the former. I think a TPK represents a loss in D&D for a group. Individual players can start over with new characters after theirs is irrevocably lost and other players' PCs aren't, something that's actually quite difficult to do. D&D doesn't really have a Win condition, but a score is kept for each player in terms of XP. [/QUOTE]
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