Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Themes article up
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="AbdulAlhazred" data-source="post: 5554185" data-attributes="member: 82106"><p>Well, there is concept, then there is execution, which is mechanics. Now, when you create a character in some generics based system your concept MIGHT be inspired by existing mechanics, but the mechanics were put there in the first place to support the concept, or a range of related concepts. You wouldn't create a Hero System character who's CONCEPTS are 'blast', and 'slam', and 'damage reduction'. You might look at those mechanics and think "Oh, I can make a guy that shoots a bow, can knocks someone down with a body blow, and has magic armor that deflects attacks." but the given mechanics are just support for those elements in play. Maybe it doesn't matter to a particular player what they play and they get all their inspiration from the mechanics of the game, but the character itself is concept, embodied in game mechanics. The reason those mechanics EXIST is so you can make characters armed with bows, blaster rifles, psychic mind blasts, or whatever you can imagine. If the 'blast' mechanic didn't exist, then it would have to be invented in order to support those concepts if they were going to appear in the game, not the other way around.</p><p></p><p>The case is very similar in 4e. Not being a generic system the case is much clearer, the mechanics of longsword exist to support the concept of a long bladed sword type weapon used in one hand. The game designers didn't sit down and create random assemblies of weapon stats and then give them names. Nor really did the designers of some generic system, they simply painted with broader strokes and based their mechanics on more abstract conceptual grounds.</p><p></p><p>Now consider the obverse. Many concepts can exist with no supporting mechanics at all. D&D got along for over a decade with no skill system at all worth mentioning, yet characters were regularly performing skilled tasks either according to DM fiat or with some kind of ad-hoc mechanism. Original D&D didn't distinguish between swords and maces but the concepts certain existed and PCs were regularly equipped with a mace, or a longsword, or a spear. Nobody sat down and decried that they couldn't have a longsword because it lacked mechanics. The specific mechanics for each weapon only came along later because people thought it would be interesting to distinguish different weapon types.</p><p></p><p>Many concepts require no mechanics at all. In fact NO concept absolutely requires mechanics, you can tell stories with no rules at all, mechanics are a convenience. Without a concept for them to reflect you don't have an RPG, you have chess.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 5554185, member: 82106"] Well, there is concept, then there is execution, which is mechanics. Now, when you create a character in some generics based system your concept MIGHT be inspired by existing mechanics, but the mechanics were put there in the first place to support the concept, or a range of related concepts. You wouldn't create a Hero System character who's CONCEPTS are 'blast', and 'slam', and 'damage reduction'. You might look at those mechanics and think "Oh, I can make a guy that shoots a bow, can knocks someone down with a body blow, and has magic armor that deflects attacks." but the given mechanics are just support for those elements in play. Maybe it doesn't matter to a particular player what they play and they get all their inspiration from the mechanics of the game, but the character itself is concept, embodied in game mechanics. The reason those mechanics EXIST is so you can make characters armed with bows, blaster rifles, psychic mind blasts, or whatever you can imagine. If the 'blast' mechanic didn't exist, then it would have to be invented in order to support those concepts if they were going to appear in the game, not the other way around. The case is very similar in 4e. Not being a generic system the case is much clearer, the mechanics of longsword exist to support the concept of a long bladed sword type weapon used in one hand. The game designers didn't sit down and create random assemblies of weapon stats and then give them names. Nor really did the designers of some generic system, they simply painted with broader strokes and based their mechanics on more abstract conceptual grounds. Now consider the obverse. Many concepts can exist with no supporting mechanics at all. D&D got along for over a decade with no skill system at all worth mentioning, yet characters were regularly performing skilled tasks either according to DM fiat or with some kind of ad-hoc mechanism. Original D&D didn't distinguish between swords and maces but the concepts certain existed and PCs were regularly equipped with a mace, or a longsword, or a spear. Nobody sat down and decried that they couldn't have a longsword because it lacked mechanics. The specific mechanics for each weapon only came along later because people thought it would be interesting to distinguish different weapon types. Many concepts require no mechanics at all. In fact NO concept absolutely requires mechanics, you can tell stories with no rules at all, mechanics are a convenience. Without a concept for them to reflect you don't have an RPG, you have chess. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Themes article up
Top