{"id":101,"date":"2007-11-14T09:59:17","date_gmt":"2007-11-14T09:59:17","guid":{"rendered":"http:\/\/random-average.com\/?p=101"},"modified":"2007-11-14T09:59:17","modified_gmt":"2007-11-14T09:59:17","slug":"game-mechanics-that-set-the-tone","status":"publish","type":"post","link":"https:\/\/randomaverage.com\/index.php\/2007\/11\/game-mechanics-that-set-the-tone\/","title":{"rendered":"Game Mechanics that set the tone"},"content":{"rendered":"<p>So I&#8217;m musing about game mechanics; have been for the last couple weeks, actually, because I&#8217;m playing a lot of Spirit of the Century, editing a MONSTER of an old-school-style game called Robots and Rapiers, getting ready to run Galactic, and wishing I&#8217;d had more luck playing PTA and Dogs.<br \/>\nSo all those systems are bouncing around in my head, and I start drawing comparisons.<br \/>\nHere&#8217;s an observation:<br \/>\nLots of games have Edges.   By &#8220;edge&#8221; I just mean &#8220;that thing on your character sheet that lets you tweak things in your favor.&#8221;  Call them Aspects, Traits, Talents, whatever&#8230; in play, they let you tweak results.<br \/>\nThere are really two ways that an &#8220;edge&#8221; can be invoked:<br \/>\nMode 1. They can be used to give you a intial, &#8220;pre-roll&#8221; boost to your chances of success, thereby increasing your odds of winning a conflict.  Primetime Adventures does this with both it&#8217;s Traits and Fan Mail.  Spirit of the Century pretty much does this with Aspects (they come in after the roll, but before the roll *counts*).<br \/>\nMode 2. They can be used to stave off or lessen the sting of failure.  Galactic&#8217;s &#8220;Edges&#8221; do this.  Traits you bring in after a conflict has already started in Dogs in the Vineyard do this.  &#8220;Doom&#8221; in Conspiracy of Shadows does this.  The appropriately-named Survival Points in Dead of Night do this.  There are many others.<br \/>\nNow, my point is this: your final numeric result using &#8216;edges&#8217; in <u>either<\/u> of the two ways above might be exactly the same, but the modes <strong>feel<\/strong> different, and that feeling seeps into the tone of the game you&#8217;re running. pushing either toward adventure-heroic (mode 1) or the survivalist-gritty (mode 2).<br \/>\n<b>I&#8217;m not talking about the game&#8217;s power level.<\/b> It doesn&#8217;t <u><em>matter<\/em><\/u> if you&#8217;re giving folks one &#8216;edge&#8217;, or five, or ten &#8212; I think if they&#8217;re implemented in the style of Mode 1, the game is going to have a kind of &#8220;let&#8217;s be awesome&#8221; feel, and if you&#8217;re using them in the style of Mode 2, it&#8217;s going to have a kind of &#8220;let&#8217;s survive this&#8221; feel.<br \/>\nWhat does that mean?  I think that means that, even if you have a mechanically-perfect &#8216;hack&#8217; to the Spirit of the Century rules to use it for zombie-survival-horror, unless you change the way you can invoke Aspects, the system itself will be subtly encouraging you and the players &#8216;be awesome and heroic.&#8217;   It&#8217;s not the <b>number<\/b> of Aspects you give people that matters, but how they can be used that will affect the tone.<br \/>\nNow, let&#8217;s say that you have a group sitting at the table who (a) totally gets the tone you&#8217;re going for, (b) agrees to it and (c) actively works to support it.  Can they overcome the subtle whispers of the game and run an horrifying zombie-survival game using, say, straight Spirit of the Century?<br \/>\nYes.  Without hesitation, yes.  The rules are only one voice at the table, and can be drowned out easily but other voices.  It&#8217;s really no different &#8212; or less jarring &#8212; than when one PLAYER is working toward a different tone than everyone else.<br \/>\nYou just can&#8217;t throw popcorn at the rules and say &#8220;knock it off.&#8221;<\/p>\n","protected":false},"excerpt":{"rendered":"<p>So I&#8217;m musing about game mechanics; have been for the last couple weeks, actually, because I&#8217;m playing a lot of<\/p>\n","protected":false},"author":2,"featured_media":0,"comment_status":"closed","ping_status":"closed","sticky":false,"template":"","format":"standard","meta":{"footnotes":""},"categories":[7],"tags":[],"class_list":["post-101","post","type-post","status-publish","format-standard","hentry","category-musing"],"_links":{"self":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/101","targetHints":{"allow":["GET"]}}],"collection":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts"}],"about":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/types\/post"}],"author":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/users\/2"}],"replies":[{"embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/comments?post=101"}],"version-history":[{"count":0,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/posts\/101\/revisions"}],"wp:attachment":[{"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/media?parent=101"}],"wp:term":[{"taxonomy":"category","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/categories?post=101"},{"taxonomy":"post_tag","embeddable":true,"href":"https:\/\/randomaverage.com\/index.php\/wp-json\/wp\/v2\/tags?post=101"}],"curies":[{"name":"wp","href":"https:\/\/api.w.org\/{rel}","templated":true}]}}