helium3
First Post
Lurks-no-More said:Have you ever played any of the White Wolf's Storyteller games (Vampire, Werewolf, Exalted...)? They all have extensive social-encounter rules, embedded deep in the system, and yet they're games that consistently and effectively support and encourage roleplaying.
That's precisely my point.
I only have experience with Mage : The Ascension, but from that experience I've come to the conclusion (and presumably this conclusion can be extended to the other WoD products as well) that the MtA engine produces a more role-play heavy game because the rules verbiage focuses much more heavily on discussion of a character's motivations and how they affect actions. That the rules themselves are purposely designed to constantly force players to describe how they work their magic and justify it within their character's world view.
Of course, most people that play MtA (and the other WoD games) know it's a role-play heavy game, so there's probably some amount of self-selection going on there.
This whole connection between how a game's "engine" is written and the kind of game it implicitly fosters is why, when one of my friends comes to me with an idea for a new game, I tell him that the thing he needs to do before he starts scribbling down rules is to spend at least a day imagining what a group of people playing his game will be doing when they're actually playing it.