Using the Mechanics

2.3 Using the Mechanics

There are several groups of mechanics in this game. Mechanics are rules that involve dice, stats, and so on, and that change or resolve something connected to those. Character scenes have one at the end, which allows the players who were involved to get a specific benefit from the scene (such as healing up or recovering from exhaustion). These types are quick and easy.

The conflict mechanics are a bit more involved. Whereas character scenes are like cut scenes in a console RPG that you make up on the fly, conflicts are the moments when the game switches over into battle mode. Usually it’s obvious when that switch needs to be made.

In the above example, Alan is about to use a power. That’s something that can only be done in a conflict, so the GM sets up the conflict and then Alan can use his character’s power. Conflict mechanics are explained in detail in chapter 6.

Most of the time, you also should know when not to use the mechanics. For example, the conflict mechanics are only used when two or more characters are opposing each other. You do not need to roll dice for any other actions, such as when a character tries to climb a building. Even if it’s a difficult action, the PC’s player gets to determine whether the PC is successful or not.

There are four main reasons why things are handled like this in this game, and knowing them will help you decide when to use mechanics and when to let the game just flow on, so here they are.

First, this is a spontaneous game. Relying on mechanics to determine whether a character succeeds at some random task slows down the game too much.

Second, the action isn’t that important when it’s not aimed against other characters. The game is concerned with conflicts between characters and creating a cool story rather than representing some sort of model of how probable the outcome of any given action is.

Third, the PCs are highly competent and most likely capable of acrobatics and other acts far beyond the abilities of most normal humans (they’re anime characters, after all).

And fourth, the players are as responsible for everyone’s fun as the GM. They can keep track on their own whether what they have their characters do and succeed at is adding to or subtracting from the fun of the group.