The mechanics are the medium through which players relinquish control of their roleplay. They’re sort of what mediates roleplaying, I think, by providing a sort of arbitrary and neutral interface to both limit and move along characters.
Precisely. Which is why it feels different from improv. Rules and predictable-but-random outcomes add verisimilitude to a game.
And the closer something is to the game’s core experience, the more likely it is that a rule (instead of a ruling by the gm) is needed. So if you’re playing a game that revolves around intrigue and seduction, you will probably want some rules for that. They don’t have to be overly complicated, but they will need to exist.
Precisely. Which is why it feels different from improv. Rules and predictable-but-random outcomes add verisimilitude to a game.
And the closer something is to the game’s core experience, the more likely it is that a rule (instead of a ruling by the gm) is needed. So if you’re playing a game that revolves around intrigue and seduction, you will probably want some rules for that. They don’t have to be overly complicated, but they will need to exist.