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<blockquote data-quote="gamerprinter" data-source="post: 8968410" data-attributes="member: 50895"><p>As a game designer I've learned that any new mechanic you introduce into a game is going to have impact with everything that already exists in the game, and if not well thought out, some new mechanics can completely rip the game apart, taking it into places it was never meant to go. A game is a set of fairly consistent rules that interact and create the 'physics' of a working system. TTRPG game mechanics are not meant to realize 'real things in the world'. It's only meant to artificially represent a 'reality' that fits within the context of a workable set of rules. Everything new 'rules wise' impacts everything else, possibly creating unplanned synergies in ways that can break the game, as well as untenable destruction of existing rules. A competent game designer measures that, looking for synergies and untenable results in any possible new mechanic into the game. One has to be very, very careful in doing that. Just because something works a particular way in reality doesn't mean it can be effectively replicated mechanically - there's no need for that, to create an effective game.</p></blockquote><p></p>
[QUOTE="gamerprinter, post: 8968410, member: 50895"] As a game designer I've learned that any new mechanic you introduce into a game is going to have impact with everything that already exists in the game, and if not well thought out, some new mechanics can completely rip the game apart, taking it into places it was never meant to go. A game is a set of fairly consistent rules that interact and create the 'physics' of a working system. TTRPG game mechanics are not meant to realize 'real things in the world'. It's only meant to artificially represent a 'reality' that fits within the context of a workable set of rules. Everything new 'rules wise' impacts everything else, possibly creating unplanned synergies in ways that can break the game, as well as untenable destruction of existing rules. A competent game designer measures that, looking for synergies and untenable results in any possible new mechanic into the game. One has to be very, very careful in doing that. Just because something works a particular way in reality doesn't mean it can be effectively replicated mechanically - there's no need for that, to create an effective game. [/QUOTE]
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