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What Mechanics or Systems Do You NEED?
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<blockquote data-quote="Blue" data-source="post: 9276717" data-attributes="member: 20564"><p><strong>What do I NEED?</strong>: Absolutely nothing. I've played completely storytold games without rules, games with a coin and no rules, and a game with rules that the players intentionally didn't know.</p><p></p><p>That said, that's a HECK of a load on the gamemaster, and complete trust from the players. I wouldn't want to game like that regularly. So...</p><p></p><p><strong>What do I need?</strong>: A resolution mechanism. Either individual task or more complex. Enough of a character that interacts with the mechanism. Lasers & Feeling "roll under or roll over" is technically enough.</p><p></p><p><strong>What do I <em>need</em>?</strong>: To really enjoy a game, I need:</p><ul> <li data-xf-list-type="ul">A rule system that actively supports the genre, the archetypes within it, and the types of challenges and conflict the genre expects us to overcome. Preferably with both a granular task resolution when "zoomed in" (like D&D combat) to points important for the genre/type of game and a not-a-single-roll challenge resolution system that can handle solo or multiple people, in concert or opposition.</li> <li data-xf-list-type="ul">Enough rules to constitute a shared understanding of the game so that I can understand and plan within the rules instead of just "Mother May I".</li> <li data-xf-list-type="ul">Rules and mechanics that offload from the GM allowing them to tell the story instead of get bogged down in minute resolutions, as well as provide a consistent feel.</li> <li data-xf-list-type="ul">Enough customization to create individualized characters that have mechanical support for their differences, strengths, and flaws.</li> <li data-xf-list-type="ul">Character balance being defined as equal amount of spotlight due to mechanical and/or resolution reasons over the course of a mission/adventure/mystery. (This is outside character arcs and things like that.)</li> </ul></blockquote><p></p>
[QUOTE="Blue, post: 9276717, member: 20564"] [B]What do I NEED?[/B]: Absolutely nothing. I've played completely storytold games without rules, games with a coin and no rules, and a game with rules that the players intentionally didn't know. That said, that's a HECK of a load on the gamemaster, and complete trust from the players. I wouldn't want to game like that regularly. So... [B]What do I need?[/B]: A resolution mechanism. Either individual task or more complex. Enough of a character that interacts with the mechanism. Lasers & Feeling "roll under or roll over" is technically enough. [B]What do I [I]need[/I]?[/B]: To really enjoy a game, I need: [LIST] [*]A rule system that actively supports the genre, the archetypes within it, and the types of challenges and conflict the genre expects us to overcome. Preferably with both a granular task resolution when "zoomed in" (like D&D combat) to points important for the genre/type of game and a not-a-single-roll challenge resolution system that can handle solo or multiple people, in concert or opposition. [*]Enough rules to constitute a shared understanding of the game so that I can understand and plan within the rules instead of just "Mother May I". [*]Rules and mechanics that offload from the GM allowing them to tell the story instead of get bogged down in minute resolutions, as well as provide a consistent feel. [*]Enough customization to create individualized characters that have mechanical support for their differences, strengths, and flaws. [*]Character balance being defined as equal amount of spotlight due to mechanical and/or resolution reasons over the course of a mission/adventure/mystery. (This is outside character arcs and things like that.) [/LIST] [/QUOTE]
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