Search results

  1. A

    The Death of Simulation

    Hey Peryton, I think this is where I am having an issue.... Does increasing PC power (i dont mean necessarily power as in spell power or combat power) necessarily increase what we think of as narrativist agendas. That is my disconnect and would love to hear support one-way or the other.
  2. A

    The Death of Simulation

    You still run into other sim problems (i am sure you knew this, i am saying this in a good way) Why does fire resistance/immunity help if it concussive damage. Why does it melt metals but not catch stuff on fire. Of course the players handbook was never supposed to be a chemistry, biology or...
  3. A

    The Death of Simulation

    That is true you didn't state that. In all fairness though there was an implication (and i made an inference, maybe incorrectly) based on your reply to Doug McCrae that you were saying this as he was talking about quality. Unless he meant 'worse' in a way I misunderstood.
  4. A

    The Death of Simulation

    Actually it was 8.9 on the validated PO scale, which is completely objective...just kidding. I am not even saying D&D is poorly designed or you cant get immense enjoyment out of it. I LOVE AD&D and really enjoy playing it. It is a mishmash of rules that suit different agendas (gamism and...
  5. A

    The Death of Simulation

    Nice thoughts about simulationism. They really are about how "logically" would this play out given the "science" of the game world. (science including everything from physics to psychology to social sciences) There is not narrative issue about fireball except for WHY is the character throwing a...
  6. A

    The Death of Simulation

    I generally agree that it could help, but I think that it is an unintentional consequence of their desire to increase some gamist elements. The players have more control in certain things, my issue is that I am not sure that their increased power will reflect their ability to investigate their...
  7. A

    The Death of Simulation

    Popular doesn't really equate to well made. That is painfully obvious in most all of life. D&D had no narrativist options it is pretty much just G and S. D&D is very good for many things. It is also very bad for many types of play. It is great for doing a classic dungeoncrawl. It invented...
  8. A

    The Death of Simulation

    My only point of disagreement with this is that several narrativist games specifically look at very particular themes/moral questions. DiTV looks at certain moral choices while Sorcerer is really about will you sacrifice your humanity for power. Now there is a bit of leeway, in Sorcerer for...
  9. A

    The Death of Simulation

    You make a good point. I should probably rephrase it to. In strong simulationism where skills are very individual and granular then skills that are not used should not be advanced with XP. In you idea..a broad skill "Adventuring" would make sense that is was raised during "adventuring". That...
  10. A

    The Death of Simulation

    I thought there might be some components of BW that allow you to rewrite NPCs (grab content authority), but honestly haven't looked at the books in a while. I know that if you want to bring in an NPC, you could make a circle roll and say the Bishop is a thief if the bishop had not already been...
  11. A

    The Death of Simulation

    I always thought that the Humanity rules were going to be an attempt at narrativist style of play. That they would allow the exploration of the theme of that as your character gains power you lose your humanity. And that vamps are infatuated with humanity at the same time. So that meaningful...
  12. A

    The Death of Simulation

    Now i want to play Rolemaster
  13. A

    Quick! I need an Intervention!

    Are you quoting Todd Brownings "Freaks" if so...that is way cool
  14. A

    Houserule: Non Adventuring Skills

    I really like your idea. Actually I think it is better as game unto itself vs a tack-on to D&D to be honest. I think it is a really cool idea.
  15. A

    The Death of Simulation

    I think some of the limitation of GDS were the reason they developed GNS. One BIG difference is in the drama idea. Drama was about how can the DM craft a story around PCs. It is rules uncaring. Narrativism is about rules that allow the players the narrative power to craft a story around...
  16. A

    The Death of Simulation

    In the end it is just a model. Like most models it cannot account for everything, but for me I find it the best model at the moment to help understand design decisions and how to better choose and play games that will reward what I am looking for. What I am looking for of course will vary from...
  17. A

    The Death of Simulation

    I dont mean to just disagree but from what you replied I dont feel we are on the same page. Actually what I mean is that they need narrativists based rules. Rules that engage narrativists play. LOTR in narrativists play--- Gandalf - his character is about struggling using/not using great...
  18. A

    The Death of Simulation

    Actually this is a huge misunderstanding. Narrativist playstyles really want rules, they have to have rules that encourage narrativist agendas (the PC/player controls the story and it is based on the wants of the character/player and is tied to the character/players goals). Actually they are...
  19. A

    The Death of Simulation

    Basically it is a forum where people theorized about why people play games and how game design can influence the fun that is achieved by certain playstyles. It really was more of a theorizing of some reasons why people used to get in arguments over game rules and play styles. They just decided...
  20. A

    The Death of Simulation

    Making an ad hoc explanation for a gamist (or narrativist) design decision (rule) is NOT simulationism. It is an ad hoc explanation for a rule. The perspectives that should be looked at is what is primary driving the design of the rule. The entire discussion about simulationism is not about...
Top