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Out with the old (Game design traditions we should let go)
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<blockquote data-quote="Staffan" data-source="post: 8673008" data-attributes="member: 907"><p>Because I <strong>want</strong> the system to handle that sort of thing. The system tells me what the fiction <strong>means</strong>. In the Cyberpapacy, Cybercatholicism is the One True Faith and anyone trying to invoke a miracle of another faith is causing a contradiction. In Aysle, items used to perform mighty deeds will naturally take on an enchantment. The Living Land abhors death, so it is easier to survive severe injuries, and you heal faster from them, but once you're dead the land will rapidly dispose of your corpse. These are all mechanical effects that describe how those realities differ from one another.</p><p></p><p>And moving to other games, they impose different feels on their settings. Playing Star Wars with d20 Saga and its grids and levels and hit points feels completely different from the heroic nature and two-dimensional task resolution system of Genesys. In The Troubleshooters, PCs are rewarded with metacurrency for being captured (as appropriate to the genre), and can't be killed unless they specifically decide to raise the stakes by placing themselves in Mortal Peril (or if they do something to abuse their plot armor, like jumping off a tall building because they can't be killed anyway). Sometimes I like that free-wheeling gameplay, and other times I enjoy the more tactical nature of Pathfinder 2.</p><p></p><p>Just like some movies are Saving Private Ryan, and other movies are Army of Darkness. Both are excellent movies, but they do very different things. Come to think of it, there are a pair of movies that do show what happens when you use the same setting in different systems: Alien and Aliens. They have very different feels despite having the same lead character and a similar threat, but one is a horror movie and the other is a high-octane action movie.</p></blockquote><p></p>
[QUOTE="Staffan, post: 8673008, member: 907"] Because I [B]want[/B] the system to handle that sort of thing. The system tells me what the fiction [B]means[/B]. In the Cyberpapacy, Cybercatholicism is the One True Faith and anyone trying to invoke a miracle of another faith is causing a contradiction. In Aysle, items used to perform mighty deeds will naturally take on an enchantment. The Living Land abhors death, so it is easier to survive severe injuries, and you heal faster from them, but once you're dead the land will rapidly dispose of your corpse. These are all mechanical effects that describe how those realities differ from one another. And moving to other games, they impose different feels on their settings. Playing Star Wars with d20 Saga and its grids and levels and hit points feels completely different from the heroic nature and two-dimensional task resolution system of Genesys. In The Troubleshooters, PCs are rewarded with metacurrency for being captured (as appropriate to the genre), and can't be killed unless they specifically decide to raise the stakes by placing themselves in Mortal Peril (or if they do something to abuse their plot armor, like jumping off a tall building because they can't be killed anyway). Sometimes I like that free-wheeling gameplay, and other times I enjoy the more tactical nature of Pathfinder 2. Just like some movies are Saving Private Ryan, and other movies are Army of Darkness. Both are excellent movies, but they do very different things. Come to think of it, there are a pair of movies that do show what happens when you use the same setting in different systems: Alien and Aliens. They have very different feels despite having the same lead character and a similar threat, but one is a horror movie and the other is a high-octane action movie. [/QUOTE]
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