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What are your favourite single game mechanics?
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<blockquote data-quote="Gorgon Zee" data-source="post: 7637163" data-attributes="member: 75787"><p>Disclaimer: <em>Favorite</em> is not quite the same as <em>best</em>.</p><p></p><p></p><ul> <li data-xf-list-type="ul"><strong>Passions</strong> in <em>King Arthur Pendragon</em>. Simple, evocative way of ensuring that your character does stupid things in a way that is fun for all</li> <li data-xf-list-type="ul"><strong>Preparedness</strong> skill in <em>GUMSHOE</em>. Particularly for <em>Night's Black Agents</em>, it allows players to get to the action with only as much pre-planning as is fun for them, and smooths over disagreements about what a character "would obviously have brought with them" on a given mission</li> <li data-xf-list-type="ul"><strong>Colored Paper-clips</strong> indicating wounds in <em>Classic Deadlands</em>. As a DM, watching players slide them over their character sheet edges when they get hit with 3d20 dynamite is very satisfying. Players can also quickly look at other people's sheets and see how hurt they are.</li> <li data-xf-list-type="ul">Drawing <strong>a Poker Hand for Magic</strong> spell effectiveness in Classic Deadlands. Never has any mechanism felt more evocative than this. Its extreme randomness also makes magic feel highly unpredictable and irrational. Love it.</li> <li data-xf-list-type="ul"><strong>Critical Tables</strong> in <em>MERP/Rolemaster</em>. When a players rolls her D100 on an 'E' crit table, no-one at the table is doing anything except waiting in anticipation.</li> <li data-xf-list-type="ul"><strong>Montage Scenes</strong> as presented in <em>13th Age</em>. Not new to 13A, and the many other 13A innovations are awesome, and definitely better -- but montage scenes have always generated fun and are a great way to have shyer players get into the roleplaying aspect ("so, <other character> decided the best way to avoid the heavy rainstorm was to open a portal to hell and dry off there. There's a group of flying bat-winged creatures vomiting fire and heading towards you. How do you handle this?")</li> <li data-xf-list-type="ul"><strong>Skill Challenges</strong> in <em>D&D 4E</em>. As originally presented they worked poorly, but later improvements really made a difference at Living Campaign events -- they provided a great framework for the sorts of scenes that pre-4E versions of the game had no support for and made all players care about skill that weren't just perception and diplomacy.</li> </ul></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7637163, member: 75787"] Disclaimer: [I]Favorite[/I] is not quite the same as [I]best[/I]. [LIST] [*][B]Passions[/B] in [I]King Arthur Pendragon[/I]. Simple, evocative way of ensuring that your character does stupid things in a way that is fun for all [*][B]Preparedness[/B] skill in [I]GUMSHOE[/I]. Particularly for [I]Night's Black Agents[/I], it allows players to get to the action with only as much pre-planning as is fun for them, and smooths over disagreements about what a character "would obviously have brought with them" on a given mission [*][B]Colored Paper-clips[/B] indicating wounds in [I]Classic Deadlands[/I]. As a DM, watching players slide them over their character sheet edges when they get hit with 3d20 dynamite is very satisfying. Players can also quickly look at other people's sheets and see how hurt they are. [*]Drawing [B]a Poker Hand for Magic[/B] spell effectiveness in Classic Deadlands. Never has any mechanism felt more evocative than this. Its extreme randomness also makes magic feel highly unpredictable and irrational. Love it. [*][B]Critical Tables[/B] in [I]MERP/Rolemaster[/I]. When a players rolls her D100 on an 'E' crit table, no-one at the table is doing anything except waiting in anticipation. [*][B]Montage Scenes[/B] as presented in [I]13th Age[/I]. Not new to 13A, and the many other 13A innovations are awesome, and definitely better -- but montage scenes have always generated fun and are a great way to have shyer players get into the roleplaying aspect ("so, <other character> decided the best way to avoid the heavy rainstorm was to open a portal to hell and dry off there. There's a group of flying bat-winged creatures vomiting fire and heading towards you. How do you handle this?") [*][B]Skill Challenges[/B] in [I]D&D 4E[/I]. As originally presented they worked poorly, but later improvements really made a difference at Living Campaign events -- they provided a great framework for the sorts of scenes that pre-4E versions of the game had no support for and made all players care about skill that weren't just perception and diplomacy. [/LIST] [/QUOTE]
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