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275647 Posts in 27717 Topics by 4283 Members Latest Member: - otto Most online today: 55 - most online ever: 429 (November 03, 2007, 04:35:43 AM)
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Author Topic: Only Mechanics that Matter  (Read 578 times)
DevP
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« on: August 31, 2004, 05:53:58 PM »

Dan Bayn was working on Karmic Cycle, and mentioned the following:
Quote
I'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]
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Ron Edwards
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« Reply #1 on: August 31, 2004, 06:56:48 PM »

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
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