In the last installment, I wrote about how 'modern' RPG design had taken to focusing on a single core mechanic for task resolution. While this has the benefit of reducing the need to look up rules (and slowing down the game), I think there are times where it is a good idea to break away from the main mechanic particularly if it helps emphasize a certain aspect of the game. For instance, if you're using a dice based mechanic for the majority of the game but you want to place particular emphasis on moral ascension (say the characters are fallen angels trying to get back into heaven) then you might use a deck of cards for modeling that just so that they player's "feel" like they're doing something special. Read the Full Article