A lot of roleplayers believe that game mechanics are evil things, to be minimised if not completely rejected. A common complaint is that they get in the way of “the story” – which, to story-lovers like myself, is most definitely a Bad Thing.
But is this really justified? Certainly in many games (especially traditional ones), the mechanics are convoluted and difficult to remember, and this can definitely lead to them claiming the focus of the group’s attention, at the cost of the fictional aspects. But is this an unavoidable consequence of mechanics?
I suggest not – and in fact I think mechanics can help the story-focussed group avoid other things that might distract from the story. Here are three examples.
Removing GM responsibility
A roleplaying game is essentially a series of statements made by the various players about things that happen in the fiction. In a “traditional” GM / player model, many of these statements are made by the GM, who, without mechanics, has to decide “what happens” using only their own intution. Sure, they might use some guiding principles (e.g. drama, fairness, plausibility, “cool”, etc.), but fundamentally it’s their call.
Not only is this potentially disempowering for the other players, but it’s also quite risky socially – it’s very easy for GMs to upset or frustrate players by making a call the players don’t like (too harsh, not harsh enough, and so forth). Even with an extremely close understanding between the GM and the players, no GM is flawless – and besides, such understandings are rare treasures indeed. For a new GM, a new player, a new game, a new group, the potential for misjudgement is huge.
A mechanical framework distances the GM from these decisions. If the dice (or whatever) come down against you, then Bad Things Happen, and you’ve accepted the risk by agreeing to play within this particular framework. No hard feelings toward the GM. As Apocalypse World shows extremely clearly, this doesn’t remove the GM’s creative input – there are plenty of different ways Bad Things can Happen – but it can provide a bare-bones structure for the GM to enhance and flesh out in play.
In games which focus on “story”, pacing is paramount – but tough to get right. Whoever’s responsible for managing pacing, it’s very easy for it to fall by the wayside in favour of the other jobs that player’s juggling, leading to play that gets bogged down in mediocre scenes rather than staying focussed on the action.
Using mechanics to handle pacing allows it to be more strictly guided and emerge naturally through play. Sorcerer’s advice: “Get to the Bangs!” is exactly this sort of thing in action.
Any system, no matter how freeform / mechanical, defines who can say what, when, about the game’s fiction. The more freeform (or less strict, or less clear) a system gets, the easier it is for clashes to occur between two (or more!) players whose statements conflict – “hey, GM, you can’t put that into my character’s backstory”.
Having a clear mechanic for who is allowed to say what sorts of things can help avoid such conflicts, and keep the game running smoothly. (Indeed, I think even most “mechanics-light” systems tend to have this dictated somewhere, though not always clearly.)
What I’m Not Saying
Important note: I’m not saying a good GM / group can’t do the above things themselves, without the help of mechanics. They can, of course! But when they don’t, the results can be just as detrimental to the story as the most convoluted mechanical systems out there.
So no, mechanics aren’t the only way to get these things done, but they are another way, and one that might leave the GM / group free to spend effort on other things, e.g. contributing cool stuff to the game, playing more games, or even (shock, horror) their lives outside of roleplaying. (I believe such things exist.)
But wait, there’s more…
But those are just my three things, right? What else can a system do for story-focussed groups, that I haven’t considered?