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gestaltist's avatar

I loved this post. It provoked me to think – what more can you ask of a blog post?

On colonialism: As a Pole, I would add that "colonialism" exists also outside of what we usually consider as the colonial context. Poland was under foreign occupation for over a century. We see Russian colonialism play out in Ukraine right now. We see violence and the "might makes right" logic everywhere.

I never considered that *game mechanics themselves* had something ideological to say. This post really opened up a new perspective for me.

I have my own experience of how mechanics can open up new spaces for players to think in. I GM-ed the quickstart adventure for Swords of the Serpentine called "Losing Face." SotS has a really flexible social conflict system which lets you freely mix it with combat (and they can both feed off of each other). A group I ran this adventure for defeated the villain through social conflict: they made them realize the error of their ways and repent. And this was possible, because it was modeled *mechanically.* If it weren't, they wouldn't have come up with the idea, or if they did, it would've been up to my good will as the GM whether I allowed it. In any case, it wouldn't feel like the grand finale that it was. So yes, mechanics do matter.

Eetu Netti's avatar

I have to re-evaluate my games after reading this 😅

I’ve always just almost automatically thought that since combat is the most consequential thing in any game due to the risk of character death, it requires the most robust system from the mechanics perspective. And social interactions are then best modelled via natural conversation anyways so they may not even need a separate system.

But like you said in the article, that’s just because I’ve designed risk of death to be meaningful and violence to be the antidote. And I don’t even like combat that much!

So clearly I’ve been brainwashed by the colonialists, at least to some degree. Time to remedy that! 💪

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