Scott Christian
Hero
Seeing quite a few posts about artwork matching mood and tone, game mechanics matching mood and tone, and even verbiage matching mood and tone - it got me thinking. I know it's an age-old debate. It is basically the equivalent of do lyrics matter in a song. But I am curious to see what everyone on here thinks: Do the mechanics of a game need to support the lore? Lore, of course, being the primary driver of mood and tone.
I think of D&D, and how they often try to let it fit into the narrative of whatever is popular in the cultural zeitgeist. Incorporating things like Rick and Morty, Acquisitions Inc, Strixhaven, etc. all leave a mark on mood and tone. Yet, despite always fitting into the culture, the game mechanics haven't changed a whole bunch for decades. They seem to have found a sweet spot. So, when you look at D&D, it seems to not really matter.
Then I think of a game like The One Ring or Vampire the Masquerade, and my thoughts shift. These games definitely seem to create mood and tone through game mechanics. Even older games like MERP and Earthdawn seemed to steer in that direction.
So, I guess I am a fence rider on this one. I am interested in where others stand.
I think of D&D, and how they often try to let it fit into the narrative of whatever is popular in the cultural zeitgeist. Incorporating things like Rick and Morty, Acquisitions Inc, Strixhaven, etc. all leave a mark on mood and tone. Yet, despite always fitting into the culture, the game mechanics haven't changed a whole bunch for decades. They seem to have found a sweet spot. So, when you look at D&D, it seems to not really matter.
Then I think of a game like The One Ring or Vampire the Masquerade, and my thoughts shift. These games definitely seem to create mood and tone through game mechanics. Even older games like MERP and Earthdawn seemed to steer in that direction.
So, I guess I am a fence rider on this one. I am interested in where others stand.