Dr. Awkward said:
Am I the only one that thinks it's weird that all the alternatives to D&D mentioned are games based on the OGL?
That was on purpose. I figured that OGL games would be more accessable for comparison. This is a D20 site after all.

People who've played games that venture further from D&D probably already know what I'm trying to get at about mechanics supporting a specific type of feel.
fett527 said:
I've read through the thread and am glad this particular point came back around. We always inject deep background and motivations in our long-term D&D 3.5 games and any person can choose to do so in theirs. Our story hour consists of characters that all had to start in a certain village and have ties to the village. Each character had a detailed background in which the player and DM worked through to set up the relationship to the village, character alignment, motivations and current goals for the character. The DM took these backgrounds and weaved them deftly into the campaign world and also gave role-play XP awards associated with the backgrounds and how the character reacted. We were able to do this with the D&D 3.5 rules set because we chose to. Why did you feel you needed a mechanic for this?
The majority of DMs I've played with recently are intelligent people who fail at just that task. They're very adept with what's in the rules. However when trying to use things outside of the rules (from personal expierence: character background and motivation, political situations, large orginizations, and mysteries), they tend to falter and stumble. However, I think that if they had mechanics for running those sorts of situations they'd be able to deal with them in better ways.
There are some people out here that could really use that mechanic.
Jim Hague said:
So, what about explicit (Burning Wheel's Beliefs or SC 2's semi-concrete result-based rewards) versus implicit (D&D's method of handling character goals and to an extent alignment)? Obviously, it's not 'this is good, this is bad'...but what's a good balance? Should this vary by play group (based on the assumption each play group has its own social contract and play goals), or be set at some happy medium?
Just thinking out loud here.
I think that really ends up depending on the people playing, the people running the game and what all everyone expects to get out of it. Hm... I think I managed to say exactly nothing there. It's all about the strengths of the people playing. If the group has players who are good at running with what comes up in game, or a DM who is good at hooking the players, you don't need mechanics for it. If you've got characters with good background and a DM who can use it, you don't need mechanics for it. On the other hand, if you've got harder to hook players, or a DM who just doesn't get how to grab them, explicit goals are a wonderful thing.
My current group is difficult to get information out of. Sometimes the information exsists, but they don't know how to get it to me. Sometimes they just havn't thought about it very much. But, the funny thing is that if it goes on the character sheet, it will usually get filled out. Unfortunately, I was only able to fool one person by attaching a character questionaire.
What I've found is that in games where they're required to specify a bit of the character's personality to get into the game, they specifiy the personality and then use it. For my group of players, more explicit definitions are good.