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RPG Theory
Only Mechanics that Matter
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Topic: Only Mechanics that Matter (Read 578 times)
DevP
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Posts: 576
Only Mechanics that Matter
«
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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Posts: 16490
Only Mechanics that Matter
«
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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