Role-playing is a form
of drama - imitation of life.
Play progresses as
players propose additions to the narrative, for brevity I’ll refer
to proposed additions as
statements.
A statement which is non-contentious is automatically added to the
narrative*. Most in-character statements are non-contentious as a
player is assumed to have control over what their character says.
When a contentious
statement is declared then the system mechanics determine how the
statement alters the narrative.
Mechanics generally
operate via three real-world factors:
· Mathematical:
Karma - Fortune continuum.
· Skill:
Expertise and real-world ability.
· Group:
Social interaction & negotiation.
Mathematical Factors
These are what most
people consider the core of game mechanics. Mathematical Factors
refer to any time there is a numerical calculation which determines
the effect of a statement. A dice roll is an exemplar of a
mathematical factor.
All mathematical
mechanics occur on a continuum between total order (Karma) and total
chance (Fortune). The closer a mechanic to Karma, the more
predictable the result. One extreme is total Karma which eliminates
chance entirely. The other extreme is total Fortune which is utterly
random, thus unpredictable.
E.g.
in Dungeons & Dragons a player states “I slash the orc with my
scimitar”. A D20 roll plus a modifier is compared to a fixed target
number. If the player’s score equals or exceeds the target number
then the orc will be struck - that is to say the act of the scimitar
hitting the orc will become part of the narrative. Consequently the
orc will take damage and maybe even die from the scimitar blow as
contingent Mathematical Factors come into play.
Skill Factors
Skill operates in two
distinct ways within role-play. The first, perhaps more obvious, way
is that some players will have a greater knowledge of the system or
role-playing in general which means they know how to stack
Mathematical or Group Factors in their favour. I refer to this as
role-playing expertise.
The second, more
distinct type of Skill Factor involves some real-world activity
built into the mechanics. The most obvious example of a Skill Factor
operates in what are known as ‘boffer’ Live-Action Role-Plays (LARPS).
During a boffer LARP participants dress up as their fantasy personas
and enact battles using mock weapons. The players who are more
skilled with their weapons will beat those less skilled (in a fair
fight).
It’s difficult to come
up with pen and paper RP examples, but my games
Piledrivers & Powerbombs
and
Swansong both incorporate bluffing mechanics, which utilize player skill over
Mathematical Factors.
Group Factors
These are the most
powerful factors determining narrative direction, because
role-playing is by necessity a social activity which individuals
agree to play. Group Factors are hugely influenced by the Social
Contract (group harmony & etiquette), however Group Factors refer specifically
to how a statement influences the narrative and so are separate from
the Social Contract. All Group Factors are constantly open to group
negotiation. This flexibility is very useful as it allows each group
to tailor the narrative to whichever flavour(s) of fun they find
most appealing.
In most traditional RPGs,
a single participant is given the final say in all matters, this
person is usually termed the Games-Master (GM). Often, the GM is the
only participant allowed to directly add to or author the narrative.
This gives the GM a mighty Group Factor which can overrule all other
factors and mechanics.
What’s The Point of Game Mechanics?
They determine how
player statements translate into the emerging narrative. Mechanics
are supposed to facilitate the fun. See the
FUNnel
model.
Game mechanics are also
the only tangible part of a role-playing system, they’re the actual
meat, what people pay for. A system will live or die by it’s
mechanics.
Well actually people
seem to pay for the fictional backgrounds aka ‘fluff’. Fluff is
ultimately subjective so can’t really be commented on critically.
Sadly, most commercial
RPGs depend upon the geek factor of hobbyists buying into their
fluff to support their games. As such mediocre mechanical systems
flourish in the so-called mainstream and the roleplaying hobby
becomes more and more niche - shamefully so. I know many
role-players who would never dream of telling their work colleagues
about their reprehensible hobby.
But Role-playing is a
dramatic art form no less worthy than any other art form. And no
fewer people would enjoy it than enjoy any other art form - if only
they could try it. So this is my goal, to get more people
role-playing and see this narrative art form taken more seriously.
*This is
actually a Group Factor operating.