Blue
Ravenous Bugblatter Beast of Traal
I do want things to hold together, but in a genre way and not a real world realistic way. Forget being able to cast spells, in the real world number of attackers can easily trump skill of attackers. There's lots of reality I actively do not want in my heroic fantasy.
Also, I want choice on what to sacrifice to make a good session, as long as I am . If realism needs get clicked down three notches in order to keep pacing up and fast for the sessions, that's a choice I want to be able to make.
In the end, I want a good enough simulation of my genre to feel consistent and believable without bogging down play or getting in the way of stories we are telling.
So some - but not too much - simulation is a reasonable goal I look for in systems I play.
One point to make is what is being simulated - the default answer seems to be "genre physics". But simulating emotional stress and the effects on the actions of the character can be just as much a thing as simulating physical stress and the effects of those wounds. Depending on what the focus of the game is.
Also, I want choice on what to sacrifice to make a good session, as long as I am . If realism needs get clicked down three notches in order to keep pacing up and fast for the sessions, that's a choice I want to be able to make.
In the end, I want a good enough simulation of my genre to feel consistent and believable without bogging down play or getting in the way of stories we are telling.
So some - but not too much - simulation is a reasonable goal I look for in systems I play.
One point to make is what is being simulated - the default answer seems to be "genre physics". But simulating emotional stress and the effects on the actions of the character can be just as much a thing as simulating physical stress and the effects of those wounds. Depending on what the focus of the game is.
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