Wrote a new blog today about how much setting should go in a rulebook. It’s different for every game, but I feel a lot of games put too much lore in with the rules.

I know it’s really hip to have your setting lean on your mechanics and vice versa, so neither works great without another, but I am more of a fan of rules that support tone and play patterns that reinforce genre more than specific settings. Probably mostly because I am not big on learning a lot about a setting before I feel good about running a game.

I also like to have lots of room to improv and make a setting my own. I know you can do that with any setting, but I just feel more confident doing that with less definition in the setting.

I could probably drop a little something more into my rulebook as a stinger to get people excited about what kind of fiction the game presents. I guess that could be interpreted as setting, or at least adjacent.

Curious about what other think about this topic.

https://infantofatocha.itch.io/chronomutants/devlog/572397/whats-a-paradox-war-anyway

  • @gary_d_pryorOP
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    21 year ago

    Blades is incredibly slick in it’s design. I think it’s the best example of modern design where the mechanics and lore lean on each other. Because of the way many of the setting decisions are designed in subtle clever ways to add to the play, it makes me intimidated to run it, because I’m worried I’m going to get it wrong and weaken my game. I would have to do a lot of studying and run it a few more times before I felt I was really getting it.