robertsconley
Hero
Dismissing that anything can be meaningfully simulative is frankly a negative attitude to take. Now that you related some of your own life experience I understand where you coming from. Since the early 2000s after I worked up my first simulators when I watch any drama with anything involving real world space tech, I know every little thing they get wrong in films and dramas like Apollo 13, Gravity, From the Earth to the Moon, For all Mankind and so on and so forth.Well, there is little doubt that you have flown on aircraft who's critical systems were simulated using software I wrote in the '80s. In fact it was so successful that for one project we extended our techniques to ALL of the control systems on the aircraft, and slaved the whole simulation to the actual prime contractor's flight simulation system so we could virtually fly the actual aircraft systems through any flight scenario, basically an 'iron airplane'.
What I learned from that is that every little detail is critically important. Time and time again our high fidelity models emulated hardware, and coupling to the actual control systems revealed unexpected things. I recall telling the engineers from a certain well-known aerospace company that their airplane would fall out of the sky under certain conditions, which they scoffed at, until it happened (luckily the aircraft wasn't lost in that case). Details matter, in fact the world is NOTHING BUT THE DETAILS! This is why I am utterly dismissive of the idea that anything meaningfully simulative happens in RPGs except for rather trivial cases like 'gravity works like so' possibly.
But I learned to enjoy them for what they are as long as they are in the ballpark.
So when it came to my campaigns, rather than throwing up my hands and not bothering trying to simulate anything I figured out what I could with pen, paper, dice, and a set of RPG rules. When simulation of real life was a focus I did the work to see how the outcome matched up against real-life results and adjusted if they weren't.
It means don't set impossible standards of accuracy. Not everything needs to be within .001 degrees to be useful for a particular application. That some folks are happy to get it to .1 degrees and call it a day for what they are trying to do.Sure, but what does this have to do with simulation?
And some peopleRealistic, as in plausible and recognizable as being drawn from mundane experience, yes. So you describe a rain shower in a fantasy world as if it was real, drops falling from the sky to the ground, etc. I agree this is realistic at that level and all RPGs, indeed virtually all fiction of all sorts, does this. I think we agree on the core reasons too.
Because GURPS method of calculating damage incorporates the acceleration imparted by Earth's Gravity (32 ft/sec^2) and the mass of the object impacting the ground. In addition, its GURPS distinguishes between collision with a hard unyielding surface and other types of surfaces.In what sense is the D&D version unrealistic and the GURPS version more realistic? Does one more accurately produce a mix of outcomes similar to reality (IE degree of mortality based on distance fallen)? What criteria are you using here? Is it even possible to say meaningfully when D&D PCs simply have a pool of hit points which gets debited when they 'fall', but has no other effect?
D&D either does a linear 1d6 damage per foot. Or a factorial sequence in later editions (1d6 for 10 feet, 1d6+2d6 = 3d6 for 20 feet, and so on).
Then there is the fact that D&D only care about combat endurance (hit points) and not the impact of injury. Whereas GURPS does care so going through the above procedure for GURPS will result in a range of injuries that matches with what happens in life.
I been in GURPS Playtests. The authors and the playtesters can and will do the math and tweak accordingly to get results to line up with life (or fiction in cases like with Discworld).