Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Impact of mechanics on roleplay
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Diamondeye" data-source="post: 4475068" data-attributes="member: 60019"><p>My (very) general feeling is that I want the mechanics of a system to support as wide a variety of character concepts as possible, with sufficient granularity that two characters with generally the same concept can also differ in meaningful ways. In other words, the "what" of the mechanical aspects of their concept are the same, but the "how" differ in a meaningful way.</p><p> </p><p>In terms of how they support roleplaying, much of a character's personality doesn't need mechanical support. Most social challenges that do either involve convincing someone of something they wouldn't believe, or to do something they wouldn't do.</p><p> </p><p>Most of the rest of the mechanics should involve physical challenges, combat or otherwise. I want to be able to select a mechanic to resolve most physical challenges without having to stretch the intuitive definition of any too far, and without having to rely excessivley on ability scores (raw talent, as opposed to skill)</p><p> </p><p>I also do not want to have to do a ton of reflavoring of existing abilities to support a concept. I much prefer to tinker with existing products than come up with my own from scratch, and totally reflavoring something to fit a new concept is too close to the latter for my taste. That's also why I prefer published campaign worlds; I dislike coming up with my own.</p></blockquote><p></p>
[QUOTE="Diamondeye, post: 4475068, member: 60019"] My (very) general feeling is that I want the mechanics of a system to support as wide a variety of character concepts as possible, with sufficient granularity that two characters with generally the same concept can also differ in meaningful ways. In other words, the "what" of the mechanical aspects of their concept are the same, but the "how" differ in a meaningful way. In terms of how they support roleplaying, much of a character's personality doesn't need mechanical support. Most social challenges that do either involve convincing someone of something they wouldn't believe, or to do something they wouldn't do. Most of the rest of the mechanics should involve physical challenges, combat or otherwise. I want to be able to select a mechanic to resolve most physical challenges without having to stretch the intuitive definition of any too far, and without having to rely excessivley on ability scores (raw talent, as opposed to skill) I also do not want to have to do a ton of reflavoring of existing abilities to support a concept. I much prefer to tinker with existing products than come up with my own from scratch, and totally reflavoring something to fit a new concept is too close to the latter for my taste. That's also why I prefer published campaign worlds; I dislike coming up with my own. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Impact of mechanics on roleplay
Top