Vaalingrade
Legend
A pro Wrestling RPG recently called their HP 'Momentum', as in it represents how close you are to losing the fight as you lose momentum. The object is to make the other guy lose all their Momentum first.
This again is mired in assumptions about the reference. The simulation must produce what happens when you hit someone with a sword in that cosmos. If in that cosmos heroic luck fends off palpable harm for a time, then the simulation must produce that result.
As for determining where a person was hit, that is only a matter of the granularity of the simulation. Does RQ model fingers and toes? Surely a swiftly swung sharp sword could severe a digit!
That's not what I'm arguing.It seems to me the argument is that hit points either aren’t a simulation or aren’t a good simulation because they aren’t 1 to 1 with their causes and effects.
/snip
The relevant question (from my perspective) here is what comes first. Are we modeling a specific kind of fiction that we are designing to or are we using posthoc justifications of game mechanics that were obviously designed first and foremost as a game? What are we actually trying to do?
World of Warcraft uses all sorts of fictional justifications for its gameplay-oriented mechanics. That does not make it a simulation of anything.
I'm not so sure of this. I can't recall from B/X, but I know from AD&D the idea of the magic being imprinted (or "memorized" as you say) was pretty explicitly stated in the DMG IIRC. The idea was you could only "study/pray" to imprint so much magic and as you gained experience and power you learned how to imprint more. So, there was fiction to support the mechanic.A lot of people extrapolated from bits of phrasing ("memorizing" spells in the old days) but its not clear it was every supposed to represent anything other than a mechanically simple way of limiting spellcasting ability.
I'm not so sure of this. I can't recall from B/X, but I know from AD&D the idea of the magic being imprinted (or "memorized" as you say) was pretty explicitly stated in the DMG IIRC. The idea was you could only "study/pray" to imprint so much magic and as you gained experience and power you learned how to imprint more. So, there was fiction to support the mechanic.
Of course, as far as I know every every game limits magic in one form or another. Personally, I prefer "drain mechanics", but that is also a side-effect of the unfortunate "memorizing" idea from prior editions. To me, memorizing implied that it was also forgotten. But the knowledge of the spell wasn't forgotten, only the magical symbols imprinted vanished after the magic they held was released as the spell was cast.
My take on that is that Gygax and Arneson likely presumed that people who were interested in playing D&D were also likely to be up on the fiction that inspired it, i.e. Vance, and would recognize where such a particular style of magic came from, with the attendant explanations.And I have to note that OD&D was absolutely mum about why it works that way.
This formulation doesn't really work. Take Blades in the Dark. If a PC attempts something, and gets a 6, the GM cannot narrate a consequence attached to the action nor any form of failure -- they are mandated to narrate success or progress towards success per the set Effect. But Blades resolution isn't simulationist at all -- it's intentionally not. So, "result mandates a not-something" can't be a functional definition of a simulationism.That's not what I'm arguing.
I'm not arguing that a simulation needs a 1:1 relationship with cause and effect. That's @Oofta's argument that that is needed for a simulation.
My argument is that for something to be a simulation, at least as far as RPG's go, it needs to be able to allow the player to definitively say X did NOT happen. It doesn't necessarily need to say that X did happen. Because you can certainly substitute Y and Z for X. But, in order to be a simulation, it needs to be able to definitively say that, while X, Y or Z might have happened, A definitely did not.
To me, refining my definition as we've been going along, Sim is mostly defined by being able to say that something did not happen in the fiction. So, in a Wounds/Vitality system where a hit does not deal any wounds, we are obliged, by the system, to make a narrative where that hit does not actually cause any physical harm to the target. Conversely, if the attack did deal Wound damage, then the narrative could not include any narrative that did not include some sort of physical harm to the target.
There's more to the definition than simply saying that Sim systems tell you what is. That's not really all that useful. After all, a non-sim system can generate exactly the same narration as a sim based system, simply by choosing the same narratives. But, a non-sim system cannot tell you what didn't happen, whereas a sim system can.
I don't really think it does, but YMMV I suppose.Them going away when you use them requires a lot more heavy lifting.
I really don't see how am getting more specific to justify anything, I am just explaining how it works.Notice how progressively more specific you're having to get here to justify them?
And I have to note that OD&D was absolutely mum about why it works that way.
I really couldn't say, but that could be the reason why. Frankly, I don't know anything about Vance as the fiction that might have inspired it.My take on that is that Gygax and Arneson likely presumed that people who were interested in playing D&D were also likely to be up on the fiction that inspired it, i.e. Vance, and would recognize where such a particular style of magic came from, with the attendant explanations.
My take on that is that Gygax and Arneson likely presumed that people who were interested in playing D&D were also likely to be up on the fiction that inspired it, i.e. Vance, and would recognize where such a particular style of magic came from, with the attendant explanations.