Captain Anorak's
Guide to Gaming
Game Mechanics: Introduction
Some gamers say that game mechanics aren't really that important,
because they're just a set of tool for representing the world, and
one system is as good as another. For instance, if you wanted to
run a Viking RPG, you could just as easily use the D20 system, or
Chaosium's Basic Roleplaying (which is the old RuneQuest/Cthulhu
system), or RoleMaster.
This claim can only be true if you accept that all game systems
are as good as each other. And that's simply not true. Many game
systems have really severe flaws. It is one of the great challenges
of the games designer's life to create a set of game mechanics that
work well.
The problem is that some game mechanics systems introduce
not-fun into the game, which rises up and strangles the fun.
Among the sources of not-fun deriving from game mechanics are
the following.
- Mechanics that slow the game down so that people get bored.
- Mechanics that make blatantly unrealistic or stupid things
happen (not intentionally because those things are meant to be
possible in the game-world, but as an unintentional side-effect
of the rules system).
- Mechanincs that allow power-mad munchkins to take over the
game, so that the other players, who do not resort to such tactics,
have nothing to do.