But if I had rules for something called "influence points" and there were specific ways of gaining or losing those influence points, would that impact the style of play? Many people would be more concerned about gaining points than exploring a character's personality.
Would it impact play? Probably. I don't know that such an impact would need to be at the expense of exploring a character's personality.
But I think it also depends on whether exploring a character's personality is the focus of play. Is that more important to play than the intrigue? And is it as supported by the rules?
I disagree. I have had plenty of fun with courtly intrigue and diplomacy in my D&D in games I've run or played in. They just don't necessarily follow written rules known by the players. Sometimes we've had a transparent influence score (hence my comment above) but when I run it, it's all hidden from the players unless they learn information via their character. For me there's not a lot of intrigue if I know exactly where I stand with every NPC and organization.
I'm sure you've had fun with that kind of game. I have, as well. But I don't pretend that handling things that way is anywhere near as robust and complete an experience as playing a game that is designed to deliver courtly intrigue and diplomacy.
Exactly, and the social aspect represents a very large proportion (if not the entirety) of the play experience as felt by the participants.
Even there, the influence of the social side will trample any differences between, say, challenge-based play and collaborative play.
But as I said, I'm not worried about the social element of play. That will be what it is, and is something the participants bring, and has nothing really to do with mechanics. That's what I'm interested in focusing on... the interaction of mechanics and playstyle.
Whether mechanical play is challenge-based or collaborative, etc., is influenced by the rules to a greater or lesser extent depending on what said rules actually say, which is what the original discussion is-was about. The rules can't tell the social side what to do, however, which means their influence on the actual play experience is, at best, very limited.
I disagree. Because I am not talking about the social element. I am talking about what play is like. Chess is different from Monopoly which is different from basketball which is different from charades. Those games deliver a certain kind of experience, separate of the social element.
The same is true of RPGs.
And when it comes to evokation of genre the setting is going to trump the rules every time, in that if one is inappropriate to the other it'll be the rules that give way rather then the setting.
If one uses a heavy hand when designing, this is true. But a light hand on the helm and a willingness to let some things be more freeform can open up a lot more space for different styles...
...and here's a good example. BX and 1e D&D don't have much by way of rules for social anything, and yet - ironically enough - that lack of rules IMO and IME means you can still do intrigue-style play in those systems simply by going freeform.
Yeah, freeform isn't much of a game, though. And any game can include that. Again, this isn't really about mechanics interacting with playstyle... it's about the absence of mechanics.
And that's fine... perhaps that may suit some games or some areas of play to have that kind of freeform element in place... but I think if it's an area that's meant to be important, the absence of rules is a detriment. Like, freeform may be good for a game to have moments of courtly intrigue... but if the focus of play is meant to be courtly intrigue? Then that's a bad approach.