NMS definitely suffered for years from having a procedural generation system that created a lot of stuff with nothing to do, though I hear they've done a lot since then through extensive updates.My understanding is a bit of both. They are simulating a galaxy for folks to explore, and also want interesting gameplay.
I'm not familiar with the game. Is the point of the generator to make realistic planets, using data from observations, or is it to make a variety of worlds that will lead to interesting gameplay?
Thanks. Buy my books! ;-)"Evoke setting through its own procedures" is a great phrase.
I would go along with this. Part of the joy of Rolemaster is the sense of 'you input the factors of the situation, and it outputs 'what would happen'. It evokes setting through its own procedures.
I feel like it's also a great way to describe Germany (though Austria* was worse): "Evoke culture through its own bureaucracy.""Evoke setting through its own procedures" is a great phrase.
The weapon vs. armor table descends from a similar table in the Chainmail wargame.I think this is wrong because the motivation (as far as we know) for Gygax was to model something, not create a useful or fun gameplay element.
I'm having trouble parsing your sentence.Or perhaps we could go back to the start of this lineof conversation, and note that "avoiding narrative contrivance" a thing that TB routinely requires as a function of those systems, is the point, to save you the need to cope.
Well, the point is definitely not to make realistic planets. My understanding is the planets are really only a few dozens of kilometers in diameter, but this is big enough and people's sense of scale limited enough (as to what they can imagine) that the planets will generally feel planet sized to the average user. So it's definitely a simulation in that they want people to be immersed in the illusion of realism, but there is no real commitment to realism per se.
Outside of rpg context, a simulation is a test engine for determining outcomes for certain sets of parameters based on observed relations.Simulation seems to be something attempting to copy the real world. A flight simulator or golf simulator attempts to copy the real world flying or playing of golf. People know it is not the actual thing and can play along for what it is or try to break it by crashing the plane knowing nothing real is going to happen.
Playing in a role-playing game also bring in verisimilitude or playing along with things not real. People should know playing the game and swinging a sword to kill an orc is not real. Simulation says that a real sword does more damage than a dagger so the game sword deals more damage than a dagger. My characters strength is really strong, so he deals even more damage. There are boundaries between how far people want to go which we might call gritty meeting boundaries of fun and speed of play. Examples of threads on armor being more/less cool vs a sword and need a flail or something.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.