6 Comments
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Whiskey, Blood and Dust's avatar

I think a game is a large recipe where all the elements - vibe, setting, art, mechanics, etc - should work together harmoniously. Essentially a designer is crafting an experience. Each component should contribute to the experience you're trying to create. Nice article!

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Kate Korsaro's avatar

well said, indeed

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Andrew Leggett's avatar

I agree to a point. Sometimes an adventure or a story fits a system perfectly. Creating the right balance of intrigue and desperation. Other times an adventure can be hindered by the system. Thankfully there are a lot of great systems out there so everyone can find something that fits their style and preference.

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Kate Korsaro's avatar

And this basically why i encourage everyone writing their own systems (yes plural)

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SolumProtocol's avatar

The best systems imo are ones where the mechanics directly support the vibe, like you said. Horror games with Sanity mechanics are a great example, basically giving your character a second ‘health bar’ and role playing opportunity! Nice article!

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Kate Korsaro's avatar

Systems should serve not give orders

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