Manbearcat
Legend
What sim aspects do I want in my D&D? Well, I want them to be in play insofar as they yield a comprehensible experience for all the participants that is sufficient to play a game. So GMs need to rely upon them to frame scenes and players to functionally navigate their decision-space which affects the gamestate (and the shared imagined space) in a way that is predictable and rewarding.
This isn’t color (like modern D&D encumbrance/Loadout/inventory). It’s individually consequential things that intersect with each other part to make a weighty (in the play), coherent whole.
So I’m my D&D when it comes to “sim stuff “, I would like:
* A Loadout/Inventory/Encumbrance system that makes sense with choices that consistently matter.
* Build mechanics + Action resolution mechanics that are tightly and coherently integrated so that every “unit” (PCs, NPCs, Towns, Adventuring Sites, Topographical inputs like Terrain/Hazards, Portents, Journeys, Parleys, Haunts, Combats, Camping/Taking Watch, etc etc) of play brings what it should bring into each scene for vital, vigorous, dynamic, thematically coherent and potent play. Play where each participant can make system/character/situation/setting based inferences that are consistently reliable so they can navigate a weighty decision-space and consequence-space of chunky moments of play…and nothing more (no meaningless cruft)…anything more (like a preoccupation with color) is distracting cruft that I want removed from my brain, from their brains, from our conversation, and our navigation of play procedures.
* Tags/Keywords/Currencies (meta and actual) that are elegant and comprehensible in their representation of stuff in our shared imagined space and exchange for stuff in a way that nets a vital and vigorous play space when managing decisions around them.
And I want all of this “sim stuff” table-facing, clearly encoded, handling-time-friendly, and tightly integrated.
This isn’t color (like modern D&D encumbrance/Loadout/inventory). It’s individually consequential things that intersect with each other part to make a weighty (in the play), coherent whole.
So I’m my D&D when it comes to “sim stuff “, I would like:
* A Loadout/Inventory/Encumbrance system that makes sense with choices that consistently matter.
* Build mechanics + Action resolution mechanics that are tightly and coherently integrated so that every “unit” (PCs, NPCs, Towns, Adventuring Sites, Topographical inputs like Terrain/Hazards, Portents, Journeys, Parleys, Haunts, Combats, Camping/Taking Watch, etc etc) of play brings what it should bring into each scene for vital, vigorous, dynamic, thematically coherent and potent play. Play where each participant can make system/character/situation/setting based inferences that are consistently reliable so they can navigate a weighty decision-space and consequence-space of chunky moments of play…and nothing more (no meaningless cruft)…anything more (like a preoccupation with color) is distracting cruft that I want removed from my brain, from their brains, from our conversation, and our navigation of play procedures.
* Tags/Keywords/Currencies (meta and actual) that are elegant and comprehensible in their representation of stuff in our shared imagined space and exchange for stuff in a way that nets a vital and vigorous play space when managing decisions around them.
And I want all of this “sim stuff” table-facing, clearly encoded, handling-time-friendly, and tightly integrated.