anyway.



thread: 2009-09-14 : Subsystems

On 2009-09-14, Guy Srinivasan wrote:

1000x yes. The more unified the mechanism the worse it is at supporting any specific thing. OTOH, the less unified the mechanisms the more difficult the game is to learn.

Which is why in theory at least I think the paradigm under which I would like others to design games I'll play is hierarchal mechanics.
-One unified mechanism that's trivial to learn (e.g. when in doubt GM decides, or flip a coin, etc).
-Several narrower mechanisms that are still easy to learn for focus areas of the game (e.g. roll Diplomacy, or bloody versus, etc).
-Even more detailed resolution (which may take effort to learn) to spotlight/support a specific type of thing in the game (or even session!) (e.g. skill challenge, Fight!, etc).

Can you tell I think Burning* does this well? :)

(you can also apply the separate-mechanisms principle to charity in real life)



 

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