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