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Why use D&D for a Simulationist style Game?
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<blockquote data-quote="pemerton" data-source="post: 6349433" data-attributes="member: 42582"><p>But neither of these wounds is fatal, whereas some 4 hp wounds are. Which is the source of the inconsistency.</p><p></p><p>My point is that all the classic "process sim" games had a conception of the processes they wanted to model that was prior to the game rules - namely, they wanted to model the processes of real-world biological and physical systems and their interactions. For instance, they want a sword fight in the game to resolve in more-or-less the way that it would in real life.</p><p></p><p>The idea that you would settle on an essentially arbitrary system of mechanics, and then read the gameworld off that, is one that I have never encountered except among a few posters on this board (you being one of them). It has no precedent in the history or culture of the classic sim RPGs.</p><p></p><p>Which is not a criticism, but an observation that I think is relevant to [MENTION=22779]Hussar[/MENTION]'s OP. When Hussar is referring to sim play, I believe that he, like the classic sim RPGers, is assuming that we have a prior conception of the causal processes that our rules are meant to model.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6349433, member: 42582"] But neither of these wounds is fatal, whereas some 4 hp wounds are. Which is the source of the inconsistency. My point is that all the classic "process sim" games had a conception of the processes they wanted to model that was prior to the game rules - namely, they wanted to model the processes of real-world biological and physical systems and their interactions. For instance, they want a sword fight in the game to resolve in more-or-less the way that it would in real life. The idea that you would settle on an essentially arbitrary system of mechanics, and then read the gameworld off that, is one that I have never encountered except among a few posters on this board (you being one of them). It has no precedent in the history or culture of the classic sim RPGs. Which is not a criticism, but an observation that I think is relevant to [MENTION=22779]Hussar[/MENTION]'s OP. When Hussar is referring to sim play, I believe that he, like the classic sim RPGers, is assuming that we have a prior conception of the causal processes that our rules are meant to model. [/QUOTE]
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Why use D&D for a Simulationist style Game?
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