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!
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.
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!
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!
well said, indeed
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.
And this basically why i encourage everyone writing their own systems (yes plural)
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!
Systems should serve not give orders