Dyir
First Post
Recently i made a couple of house rules to my D&D game that were both (for the most part) inspired by video game-style mechanics. Firstly, i tried to emulate an "action bar"-type mechanic from Chronotrigger to control when players acted, because i found that may players were simply not paying attention when it wasn't there turn: now they pay attention all the time because they're afraid of their turn coming up and being skipped. Secondly, my players suffer from character ADD, so i took the characters away from them: now they select 1 character from a "menu" of available heroes in a Final Fantasy-style format. Both changes have not merely been accepted, they've been embraced with enthusiasm (especially the second one, now a player can be the gallant swordsman one week, the ruthless necromancer the next, and then become the elf sorceress boom-mage).
I'm not sure that either mechanic would translate well in a non-house rules format, but they've made my game much more enjoyable for both me as the GM and for all of my players. If done well, i can't imagine how "video game" mechanics could be harmful to the enjoyment of a game, simply because of their source of origin.
I'm not sure that either mechanic would translate well in a non-house rules format, but they've made my game much more enjoyable for both me as the GM and for all of my players. If done well, i can't imagine how "video game" mechanics could be harmful to the enjoyment of a game, simply because of their source of origin.