Rules and facilitationAugust 11, 2009
After the last few weeks of playtesting a game, something crystallized for me.
Mechanics exist to facilitate fiction creation and/or force players to make choices.
Mechanics that don’t do either (or don’t do it in a way that a group is looking for) tend to fall out of play through drifting the rules.
It might not be reaching to also say that the range of ways in which a group would want to have mechanics do those things would encompass the entirety of their “Technical Agenda” (things they want/don’t want a set of mechanics and system to do).