Anybody have any spell points left?By Chris Hoeh


We need game mechanics to run our games smoothly, in theory at least, but I don’t really like mentioning game-mechanics in game. If there’s a new player who doesn’t know all the rules, or if someone makes a mistake, fine, but I personally can’t stand it when someone, theoretically in-character, asks me ‘how many points down are you?’ or ‘do you have enough ranger points for a Target Arrow?’ This type of conversation is better saved for table-top gaming or at least not until we start telling war stories at Shoney’s or Ryan’s.

Although I think that as a chapter we’ve avoided this type of out-of-game chatter, I’d like to point out that the area in which game-mechanics still gets mentioned a lot is in the middle of a fight. A lot of people have a tendency to lapse into a combat-mode, where al their characters act the same, and stats become the most important thing in the world. I realize the mechanics are more prevalent in combat than most other encounters, but I also think it’s easily possibly (and I think it’s also more fun) to stay in character even during the most intense fights. Sure, some characters might become cold, calculating and analytical during a fight, but I’d venture to say most characters wouldn’t.

By staying in character during a fight, I don’t mean you have to banter with your opponents and allies with a certain accent or even do anything outwardly noticeable at all. Just by really putting yourself in your character’s position, you will have a much more powerful affect than if you just approach combat as a sterile activity occurring between removed third-parties, one of whom you happen to direct. Anyway, for most of you, you already know what I’m talking about, but if you don’t, try it out sometime, you’ll love it!


Copyright © 2002, Atlanta IFGS, Last Updated - 25 Feb 2002