this post was submitted on 11 Apr 2025
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A FATAL Mistake (lemmy.blahaj.zone)
submitted 4 days ago* (last edited 3 days ago) by [email protected] to c/[email protected]
 
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[โ€“] [email protected] 0 points 2 days ago (1 children)

The mechanics are the medium through which players relinquish control of their roleplay. They're sort of what mediates roleplaying, I think, by providing a sort of arbitrary and neutral interface to both limit and move along characters.

I can roleplay all day and use real world knowledge to back up how my character can pick a lock, but if there's a mechanic that made me roll dice and I lost, I have to roleplay why that character just couldn't get the lock picked despite it all.

My main point though was more an allusion to game mechanics not needing to be overly specific or defined by manuals. But then again I like cooking up rulesets and customizing campaigns. Or rather I did in the Ye Olde times when I socialized.

[โ€“] [email protected] 2 points 1 day ago

The mechanics are the medium through which players relinquish control of their roleplay. They're sort of what mediates roleplaying, I think, by providing a sort of arbitrary and neutral interface to both limit and move along characters.

Precisely. Which is why it feels different from improv. Rules and predictable-but-random outcomes add verisimilitude to a game.

And the closer something is to the game's core experience, the more likely it is that a rule (instead of a ruling by the gm) is needed. So if you're playing a game that revolves around intrigue and seduction, you will probably want some rules for that. They don't have to be overly complicated, but they will need to exist.