The Forge Archives

Archive => RPG Theory => Topic started by: DevP on September 01, 2004, 02:53:58 AM

Title: Only Mechanics that Matter
Post by: DevP on September 01, 2004, 02:53:58 AM
Dan Bayn was working on Karmic Cycle (http://www.indie-rpgs.com/viewtopic.php?t=10049&highlight=karmic+cycle&sid=8aa85e25550c27050bd134d396224336), and mentioned the following:
QuoteI've noticed that my last two game ideas basically take an add-on mechanic found in other games and removing everything else This is "Drama Points" as a core mechanic, just like Wushu is "stunt dice" as a core mechanic.

Similarly, if you've talked to Jared S., you may have heard something similar, in his suggestions for the World of Darkness: throw out those mechnical elements those things that were in common between the games, and keep just those mechanics (Paradox, Humanity, etc.) that actually *don't* overlap.

Does anyone else have interesting suggestions in this vein?[/quote]
Title: Only Mechanics that Matter
Post by: Ron Edwards on September 01, 2004, 03:56:48 AM
Hello,

In my GNS and other matters of role-playing theory essay, I discuss how rules-features which were originally instituted as "metagame mechanics" became central mechanics, most especially during the wave of new games that came out in the early-mid 1990s.

Best,
Ron