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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: 6349404" data-attributes="member: 6775031"><p>That's just talking verisimilitude, though - "true-to-life" -ness - which is not necessary for internal consistency. If people are trying to simulate real life, then it wouldn't be satisfactory to them. Those are the people who want lots and lots of complex rules, because they're trying to accurately represent real life which is incredibly complex. </p><p></p><p>As far as I understand the various terms and factions, the aspect which is important to me is the "process sim", which is just what I had stated - that the game mechanics reflect the reality within the game world, so you can use the game mechanics to determine what happens within the game world. Kind of like that whole "game rules as laws-of-physics" thing, which people talk about.</p><p></p><p>That's just a simplification, looking at a single metric. You could have a light stab to the torso, or a serious wound to the arm, and have them both represented as 4 damage; in much the same way that you could have a television and a bowling ball which each weigh 15 lbs - they are similar in at least one important way.</p><p></p><p>By internal consistency, though, you could not have the same spear through the torso represented as either 4 damage <em>or</em> 5 damage. By definition, there would have to be <em>something</em> to distinguish those wounds, in order to merit the mechanical distinction - in this case, it's easy enough to say that an impalement for 5 damage is a wound that is larger and deeper than an impalement for 4 damage. If you tried to say that the same exact impalement was either 4 damage or 5 damage, and either way could be accurate, then that would be as nonsensical as saying that this one specific bowling ball weighs either 15 lbs or 12 lbs, and both numbers are accurate.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6349404, member: 6775031"] That's just talking verisimilitude, though - "true-to-life" -ness - which is not necessary for internal consistency. If people are trying to simulate real life, then it wouldn't be satisfactory to them. Those are the people who want lots and lots of complex rules, because they're trying to accurately represent real life which is incredibly complex. As far as I understand the various terms and factions, the aspect which is important to me is the "process sim", which is just what I had stated - that the game mechanics reflect the reality within the game world, so you can use the game mechanics to determine what happens within the game world. Kind of like that whole "game rules as laws-of-physics" thing, which people talk about. That's just a simplification, looking at a single metric. You could have a light stab to the torso, or a serious wound to the arm, and have them both represented as 4 damage; in much the same way that you could have a television and a bowling ball which each weigh 15 lbs - they are similar in at least one important way. By internal consistency, though, you could not have the same spear through the torso represented as either 4 damage [I]or[/I] 5 damage. By definition, there would have to be [I]something[/I] to distinguish those wounds, in order to merit the mechanical distinction - in this case, it's easy enough to say that an impalement for 5 damage is a wound that is larger and deeper than an impalement for 4 damage. If you tried to say that the same exact impalement was either 4 damage or 5 damage, and either way could be accurate, then that would be as nonsensical as saying that this one specific bowling ball weighs either 15 lbs or 12 lbs, and both numbers are accurate. [/QUOTE]
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Why use D&D for a Simulationist style Game?
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