Mustrum_Ridcully
Legend
Intent matters. Sure, we can only speculate about that, but if I feel the intent is to insult the game, its designers or its player, then it was a wrong use. Sometimes it is enough to ask "Was insulting your intent", but sometimes, it's obvious.Excepting that we all know there are folks on this forum who are offended by calling 4e "D&D", or 3e "D&D", or probably even 2e, or 1e. I don't think it is productive to limit discussion to what no one might find offensive.
The problem is that it sometimes doesn't appear to be just a matter of taste, or is not described as such. Sure, if you think the cake is to sweet for your taste, fine. But sometimes things are constructed as if it was "absolutely" the case. And then is where I would feel the need to intervene.If you go onto a thread about "Why I don't like cake" you really shouldn't be offended about someone's discussion of finding cake too sugary, even if you know that all cakes are not sugary, and that "sugary" might not be the best term. Likewise, if you dislike cakes, you shouldn't jump into every (or any) "My cake recipe" threads to complain about how you don't like cake.
Might you not also go into a thread with a title like "Whirlwind Attack + Greater Cleave + Bag of Rats - guaranteed one-round kill - 3E broken!" You know very well that no sane DM or group would allow this, but maybe an effort could be made to 'explain' this?
And he would be wrong. Video Games are very good at simulation. What do you think all those Flight Simulators from Microsoft are doing? Or Racing Games (maybe not Trackmania Sunrise, but Collin McRae's Rally games). The all excel at simulating their enviroments. And games are continually getting better at it, even simulating entire city populations and their activities, providing physic engines that allow players to interact with the game enviromnent as if it was real.When Gygax wrote about why video games would never replace pnp RPGs, it was specificially this ability to simulate that he claimed was the primary difference....and I agree with him.
It's as humans that need short-hands to manage complexity of the stuff we want to simulate. That's not really the strength of RPGs in general - good short-hands are a strength of an individual RPG.
The strength of RPGs is the fact that humans are way more flexible then computers. If the game rules itself don't provide tools to "simulate" something, a human player or game master can make a rule up, on the fly.
If a computer game doesn't have a climb mechanic, the game character can never hope to cross a wall. If a RPG doesn't have a climb mechanic, the DM can improvise some kind of check or roll - or just handwave it.