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Why use D&D for a Simulationist style Game?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6349220" data-attributes="member: 6775031"><p>The short answer is that D&D was a) internally consistent, and b) not caught up on details.</p><p></p><p>The major problem with something like GURPS is that it <em>does</em> get caught up on the details, to the point where actually resolving anything took more effort than it was worth. The details aren't that important, though. As long as a game gives you a consistent answer whenever you look at it, the actually <em>accuracy</em> (compared to real-world outcome) isn't that important (to me, at least, and presumably others). </p><p></p><p>I don't want to play GURPS as a sim, because there's too much sim to deal with; it's <em>hard</em> to play GURPS as a sim. To contrast, it's <em>easy</em> to play D&D as a sim, because it only has a few touchstones to keep track of.</p><p></p><p>It's kind of like using a grid to track positions in AD&D, before any of the expanded combat rules that really made positioning important. Because there wasn't pushing and pulling, or flanking, you only <em>needed</em> to know rough relative positions - and the grid was <em>great</em> for that. You could easily solve <em>all</em> of the questions that came up (usually involving line of sight, or cover), specifically <em>because</em> it wasn't a tactical combat ruleset that required specific detailed positioning.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6349220, member: 6775031"] The short answer is that D&D was a) internally consistent, and b) not caught up on details. The major problem with something like GURPS is that it [I]does[/I] get caught up on the details, to the point where actually resolving anything took more effort than it was worth. The details aren't that important, though. As long as a game gives you a consistent answer whenever you look at it, the actually [I]accuracy[/I] (compared to real-world outcome) isn't that important (to me, at least, and presumably others). I don't want to play GURPS as a sim, because there's too much sim to deal with; it's [I]hard[/I] to play GURPS as a sim. To contrast, it's [I]easy[/I] to play D&D as a sim, because it only has a few touchstones to keep track of. It's kind of like using a grid to track positions in AD&D, before any of the expanded combat rules that really made positioning important. Because there wasn't pushing and pulling, or flanking, you only [I]needed[/I] to know rough relative positions - and the grid was [I]great[/I] for that. You could easily solve [I]all[/I] of the questions that came up (usually involving line of sight, or cover), specifically [I]because[/I] it wasn't a tactical combat ruleset that required specific detailed positioning. [/QUOTE]
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Why use D&D for a Simulationist style Game?
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