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A New Perspective on Simulationism, Realism, Verisimilitude, etc.
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<blockquote data-quote="Alex319" data-source="post: 4753485" data-attributes="member: 45678"><p>@Galloglaich:</p><p></p><p>I'm a little skeptical of the claim that that historical martial arts based systems are inherently easier for new players to get into than more fantastical or magic based systems. Presumably most of the "girlfriends, buddies from work, poker night friends etc." that you're trying to reach will have very little pre-existing knowledge about historical martial arts, so making a system based on that won't necessarily mean that they can transfer their knowledge easier.</p><p></p><p>And the examples you give don't eliminate the need for rules knowledge. For example, in the Codex Martialis, you could certainly represent the tactic of “I’m going to wait until he takes a swing at Bob and then try to nail him” as "I'm going to ready an action to attack as soon as he uses up all his MP dice attacking Bob, so that he won't be able to use active defense against my attack." And presumably the player could simply describe their action the first way, and you could translate that into game terms. But in order for players to know when that tactic would be effective so they can effectively use it, they would still have to understand readied actions, the martial pool, active defenses etc.</p><p></p><p>This is not in any way a criticism of the Codex Martialis itself - I bought the PDF and read it, and it definitely seems to bring a whole new dimension to combat. My only real criticism of the Codex Martialis is that a lot of the rules seem not to be very clearly explained. I posted a post in the "FAQ" thread on the discussion boards on codexmartialis.com listing some of the things that I thought should be clarified.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4753485, member: 45678"] @Galloglaich: I'm a little skeptical of the claim that that historical martial arts based systems are inherently easier for new players to get into than more fantastical or magic based systems. Presumably most of the "girlfriends, buddies from work, poker night friends etc." that you're trying to reach will have very little pre-existing knowledge about historical martial arts, so making a system based on that won't necessarily mean that they can transfer their knowledge easier. And the examples you give don't eliminate the need for rules knowledge. For example, in the Codex Martialis, you could certainly represent the tactic of “I’m going to wait until he takes a swing at Bob and then try to nail him” as "I'm going to ready an action to attack as soon as he uses up all his MP dice attacking Bob, so that he won't be able to use active defense against my attack." And presumably the player could simply describe their action the first way, and you could translate that into game terms. But in order for players to know when that tactic would be effective so they can effectively use it, they would still have to understand readied actions, the martial pool, active defenses etc. This is not in any way a criticism of the Codex Martialis itself - I bought the PDF and read it, and it definitely seems to bring a whole new dimension to combat. My only real criticism of the Codex Martialis is that a lot of the rules seem not to be very clearly explained. I posted a post in the "FAQ" thread on the discussion boards on codexmartialis.com listing some of the things that I thought should be clarified. [/QUOTE]
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