Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A New Perspective on Simulationism, Realism, Verisimilitude, etc.
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Alex319" data-source="post: 4749752" data-attributes="member: 45678"><p>@howandwhy99: I think I understand what you're saying now. You're defining a "role-playing game" as "a game such that the players don't have to know any of the rules to start playing, and they can figure it out along the way by describing their actions and letting the DM translate it into game terms."</p><p></p><p>@steenan: I wasn't myself advocating the viewpoint that "gamist" and "simulationist" are mutually exclusive - I was presenting those terms as they seem to be used by the community and pointing out that when viewed according to my new classification system, they're really talking about different things, and so aren't mutually exclusive. So you actually made part of my point better than I did.</p><p></p><p>@Galloglaich: I'll definitely check out the Codex Martialis. It's been on my list for a while but I haven't gotten around to it yet (though I did read the preview portion on RPGNow). One thing that really gets me about what a lot of people say about "realistic combat" (and not just combat, realism in general in games) is that they generally choose one or two aspects that they think of as "unrealistic" - like the item costs not being realistic or Weapon X doing more damage than Weapon Y - and focus on those. So in 4e someone might say "it's unrealistic that armor reduces chance-to-hit only and doesn't act as DR at all, and it's unrealistic that plate armor is only slightly more effective than chain" which might be true - but it also ignores all the other factors that mitigate that, like that very heavy armor was very expensive to make in real life and that there were other tactics that you could use against someone in armor.</p><p></p><p>What often happens when people make those kinds of incremental changes for "realism" is that they tend to add more complexity, special cases, and potential loopholes, without really making the game much more "realistic". Starting over from the ground up, as you seem to have done, is a new way of going about doing things - using realistic tactics as a basis for designing the tactical structure of the game.</p><p></p><p>Here's an analogy I came up with (and have been waiting to use). 4e is like a James Bond-style action movie: full of over-the-top combat action with little pretense of "realism." There's nothing wrong with this kind of game. The Codex Martialis, from what I've heard, is like Oliver Stone's JFK movie: using information about how real-life combat works (medieval fighting in the case of the CM or ballistics in the case of JFK) as a basis for the conflict. There's also nothing wrong with this kind of game. But the "start with a completely fantastic system and make a couple arbitrary changes for 'realism'," (which describes some parts of 3.5e in my opinion) is like a James Bond movie where during the middle of the climactic battle scene, you pause the action to have Oliver Stone give a 15-minute lecture on bullet trajectories.</p><p></p><p>If you want any thing approaching "realism," it has to be designed into the system from the start - realism isn't something that you can achieve just by making incremental changes. And designing realism into the system from the start it, based on what I've heard, exactly what the Codex Martialis has done.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4749752, member: 45678"] @howandwhy99: I think I understand what you're saying now. You're defining a "role-playing game" as "a game such that the players don't have to know any of the rules to start playing, and they can figure it out along the way by describing their actions and letting the DM translate it into game terms." @steenan: I wasn't myself advocating the viewpoint that "gamist" and "simulationist" are mutually exclusive - I was presenting those terms as they seem to be used by the community and pointing out that when viewed according to my new classification system, they're really talking about different things, and so aren't mutually exclusive. So you actually made part of my point better than I did. @Galloglaich: I'll definitely check out the Codex Martialis. It's been on my list for a while but I haven't gotten around to it yet (though I did read the preview portion on RPGNow). One thing that really gets me about what a lot of people say about "realistic combat" (and not just combat, realism in general in games) is that they generally choose one or two aspects that they think of as "unrealistic" - like the item costs not being realistic or Weapon X doing more damage than Weapon Y - and focus on those. So in 4e someone might say "it's unrealistic that armor reduces chance-to-hit only and doesn't act as DR at all, and it's unrealistic that plate armor is only slightly more effective than chain" which might be true - but it also ignores all the other factors that mitigate that, like that very heavy armor was very expensive to make in real life and that there were other tactics that you could use against someone in armor. What often happens when people make those kinds of incremental changes for "realism" is that they tend to add more complexity, special cases, and potential loopholes, without really making the game much more "realistic". Starting over from the ground up, as you seem to have done, is a new way of going about doing things - using realistic tactics as a basis for designing the tactical structure of the game. Here's an analogy I came up with (and have been waiting to use). 4e is like a James Bond-style action movie: full of over-the-top combat action with little pretense of "realism." There's nothing wrong with this kind of game. The Codex Martialis, from what I've heard, is like Oliver Stone's JFK movie: using information about how real-life combat works (medieval fighting in the case of the CM or ballistics in the case of JFK) as a basis for the conflict. There's also nothing wrong with this kind of game. But the "start with a completely fantastic system and make a couple arbitrary changes for 'realism'," (which describes some parts of 3.5e in my opinion) is like a James Bond movie where during the middle of the climactic battle scene, you pause the action to have Oliver Stone give a 15-minute lecture on bullet trajectories. If you want any thing approaching "realism," it has to be designed into the system from the start - realism isn't something that you can achieve just by making incremental changes. And designing realism into the system from the start it, based on what I've heard, exactly what the Codex Martialis has done. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A New Perspective on Simulationism, Realism, Verisimilitude, etc.
Top