Friday, January 20, 2012
Mechanics, Settings and Campaign Worlds
The mechanics supporting story question by Monte Cook has got my mind swimming with ideas today. As an example, Dungeons & Dragons originally had mechanics tied to race & class. We've since moved to a model that also adds culture/society into the mix, as seen in recent game supplements like the Neverwinter Campaign Setting.
Having these present in the core game make a default setting/world almost a necessity. Where do you like to draw the line in your game? Do you like having mechanics reflect the world in which the adventure takes place? Or is it enough to tie mechanics to race & class?