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Let's Talk About Core Game Mechanics
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<blockquote data-quote="Scott Christian" data-source="post: 9864138" data-attributes="member: 6901101"><p>If you design your own RPG, I really, really, really believe the idea of mechanics is attached to two very specific things:</p><p></p><p>1. The mechanics will highlight the parts of the game you want most.</p><p>2. The mechanics will be framed by your own personal biases. </p><p></p><p>I have a third, but it doesn't apply to everyone, as evidenced by some RPG out there. But for me:</p><p></p><p>3. The mechanics should help build and enforce the continuity of the setting.</p><p></p><p>For example, when I sat down to create a system many, many years ago, I knew I wanted combat to be a bit faster than the Rolemaster, D&D, and Dangerous Journeys' games I had been playing. (That attaches to idea 1.) I also had a bias against abilities. I never liked the idea that the wizard couldn't control magic through physical strength, or a fighter wasn't book smart. It made no sense to me. So, I ditched abilities and just leaned into skills. (That attaches to idea 2.) Lastly, I knew I wanted a game where things like darkness, travelling, and exploration meant something. Therefore, I used the rules to help keep those things relevant. </p><p></p><p>This brings me to what I like:</p><p>A) Straight D20 rolls. Want mathematical complexity, have dice pools. But keep the addition and subtraction out of it.</p><p>B) Standards and levels set for important skill checks as opposed to a pass/fail.</p><p>C) Choices at every level.</p><p></p><p>As for liking a system, but not liking one of its mechanics - I can't stand the hit point bloat found in D&D and PF. But I like both systems.</p></blockquote><p></p>
[QUOTE="Scott Christian, post: 9864138, member: 6901101"] If you design your own RPG, I really, really, really believe the idea of mechanics is attached to two very specific things: 1. The mechanics will highlight the parts of the game you want most. 2. The mechanics will be framed by your own personal biases. I have a third, but it doesn't apply to everyone, as evidenced by some RPG out there. But for me: 3. The mechanics should help build and enforce the continuity of the setting. For example, when I sat down to create a system many, many years ago, I knew I wanted combat to be a bit faster than the Rolemaster, D&D, and Dangerous Journeys' games I had been playing. (That attaches to idea 1.) I also had a bias against abilities. I never liked the idea that the wizard couldn't control magic through physical strength, or a fighter wasn't book smart. It made no sense to me. So, I ditched abilities and just leaned into skills. (That attaches to idea 2.) Lastly, I knew I wanted a game where things like darkness, travelling, and exploration meant something. Therefore, I used the rules to help keep those things relevant. This brings me to what I like: A) Straight D20 rolls. Want mathematical complexity, have dice pools. But keep the addition and subtraction out of it. B) Standards and levels set for important skill checks as opposed to a pass/fail. C) Choices at every level. As for liking a system, but not liking one of its mechanics - I can't stand the hit point bloat found in D&D and PF. But I like both systems. [/QUOTE]
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