gamerprinter
Mapper/Publisher
I have a special hatred in my heart for games that have setting and mechanics so close that you're playing the world, not a game.
I'm not sure what you mean by this...?
I have a special hatred in my heart for games that have setting and mechanics so close that you're playing the world, not a game.
I'm not sure what you mean by this...?
I mean a game where the mechanics are so enslaved to the world, where how you roll deals with the world, that it just feels wrong.
Umm, really?Whatever the exact question you're getting at is, the answer is mechanics.
It's like asking which is more important to understanding the real world: the history of Russia or the laws of physics.
Not at all. The original setting of setting v mechanics is also a matter of different scopes. There are many settings for one set of mechanics (D&D in particular). Many of those settings are regions of a game world (the Forgotten Realms comprises several settings, for example: Maztica, Kara-Tur, etc,).- different scopes: either you'd have to compare the history of the world to the laws of physics or you'd have to compare the history of Russia with a specific subset of physical laws (say thermodynamics).
You knowing physical laws in some sense is irrelevant, but they still affect you more than any facet of human behavior and culture does, whether you know it or not. Likewise, a beginning rpg-er may not know anything about why they're supposed to roll a d20 when the DM says to or what the numbers mean or even why there's a DM, but those parameters affect them more than the history of their campaign world does (to which they are likely to be equally ignorant).- 'understanding' and the 'real world': I'd argue that you don't have to have a single clue about the laws of physics to understand 'the (real) world'. To understand what's happening around you, i.e. the things you see in the news or read about in newspapers knowledge of history is definitely more useful than knowledge of physical laws. In everday life, physical laws are simply irrelevant: Gravity works without you knowing anything about it!
I find your examples here a bit odd. Call of Cthulhu, for instances, supports a wide variety of settings, from modern to historical, and from realistic to fantastical. CoC is designed around stylistic elements, not a setting (as are most rpgs). That's why it works.For systems that are supposed to support multiple, very different settings the mechanics are of course more important, but they can never work as well as a system developed specifically for a particular setting, imho.