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<blockquote data-quote="Rune" data-source="post: 6129727" data-attributes="member: 67"><p>Given time to ponder this statement (and sleep), I must confess that I am still confused by it. No one singles out the myriad of systems that use some variation of the "Roll die/dice, add modifiers, & compare to target number" chassis as not being innovative, or not standing out. Why? Because the mechanics aren't the point.</p><p></p><p>The mechanics of the game exist as they do for only one purpose: to enable a particular play experience. If <em>The Token System</em> is in any way innovative, it is not because of its mechanics, but because of what it expects from its players--and what they can expect out of it.</p><p></p><p>(As for whether or not <em>I</em> think it's innovative: <em>I've</em> never seen another RPG that plays the way <em>The Token System</em> does--that is, providing tension solely through strategy, resource management, and narrative complications.)</p></blockquote><p></p>
[QUOTE="Rune, post: 6129727, member: 67"] Given time to ponder this statement (and sleep), I must confess that I am still confused by it. No one singles out the myriad of systems that use some variation of the "Roll die/dice, add modifiers, & compare to target number" chassis as not being innovative, or not standing out. Why? Because the mechanics aren't the point. The mechanics of the game exist as they do for only one purpose: to enable a particular play experience. If [i]The Token System[/i] is in any way innovative, it is not because of its mechanics, but because of what it expects from its players--and what they can expect out of it. (As for whether or not [i]I[/i] think it's innovative: [i]I've[/i] never seen another RPG that plays the way [i]The Token System[/i] does--that is, providing tension solely through strategy, resource management, and narrative complications.) [/QUOTE]
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