tzor wrote:Unfortunately, harmony in game and role playing isn’t always the best in most systems and in some downright broken.
Why don't you tell me more about what you are referring to here?
The way I see it, mechanics are how the players interact, through their characters, with the setting. In a way, they are the physical laws of the game universe. They also determine what can, and can not be done, as well as what should, and what should not be done.
When a player makes a choice as to what his character is going to do, he takes the mechanics into account. A player know what is possible, what are the risks involved, and makes a decision based on that. So mechanics also influence player behavior.
When you take that all into account, to claim role playing is not influenced by mechanics is utterly stupid. The obvious thing, and people here seemed to have widely accepted that position, is that you decide on what the game is going to be about (genre, feel, flavor, however you want to call it) and then try and do your best to make mechanics actually support that.
For example, if you say you're making a heroic fantasy RPG, where players will play heroes who pop in a village, save it from great danger because they are heroes and ride off into the sunset, you fail if, in actual play, the PCs will act like mercenaries who will milk every spare piece of gold from the village in order to provide help, because the players must care about the PC wealth.
However, you succeed in design if you make it so that the players do not have to worry about the wealth of their characters, and, in actual play, after the job is done, the PCs return to the town mayor, refuse the award and say that the town's safety and prosperity is enough of an award for them. And then they ride off into the sunset, without having shot themselves into the foot for refusing the awards offered.
And that's what this whole thing of "mechanics influencing roleplay" is all about. Through good, solid design, you encourage, no, you enable players to act out fitting roles. You let the characters act like they should. Changing/ignoring the rules in order to do that is all right and well, but... We all know that it speaks more of the system then it does of the players.