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A Question Of Agency?
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 8167166"><p>I agree, and I think this just helps demonstrate the point I was trying to make. In this thread, my point is, no one has even made an argument for real world simulation of reality in their games. But I remember playing gams with all kinds of hit location charts. Millennium's End had some pretty intense tables and mechanics as I recall (if I remember correctly, stuff like heart rate was factored in). It also had some interesting mechanics around vehicles towards the same end. I also recall playing a lot of those old bookshelf games that tried to bring real world physics to things like WWI Dog fighting and Roman Chariot Races. Heck at one point I made a sepsis mechanic for one of my games, and I consulted with a real world doctor to get the actual probability of bacterial infections taking root from wounds (it wasn't hyper realistic, but it was much closer than handwaving away sepsis or just picking a probability off the top of my head). My point is just that this argument "true 1-1 simulation of reality is impossible so its all cartoons' just doesn't pass the smell test to me: some RPGs will strive for and achieve greater levels of realism than others, greater levels of plausibility than others). And many RPGs are really striving for something more like Plausibility (which I would tend to frame as having real world cause and effect in terms of everyday life, but maybe not getting into he nitty gritty of stuff like real world physics). I do think even in realistic games, there are variables in life you won't be able to account for, and the level of detail, for obvious reasons, won't be the same. But like you say, you can take real world probability and bring those into a system. I've seen this done and played games like this. One can quibble and say, yes but real life is still more complicated. That doesn't change the fact that a game like that would be closer to realism than a game of OG or Savage Worlds.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 8167166"] I agree, and I think this just helps demonstrate the point I was trying to make. In this thread, my point is, no one has even made an argument for real world simulation of reality in their games. But I remember playing gams with all kinds of hit location charts. Millennium's End had some pretty intense tables and mechanics as I recall (if I remember correctly, stuff like heart rate was factored in). It also had some interesting mechanics around vehicles towards the same end. I also recall playing a lot of those old bookshelf games that tried to bring real world physics to things like WWI Dog fighting and Roman Chariot Races. Heck at one point I made a sepsis mechanic for one of my games, and I consulted with a real world doctor to get the actual probability of bacterial infections taking root from wounds (it wasn't hyper realistic, but it was much closer than handwaving away sepsis or just picking a probability off the top of my head). My point is just that this argument "true 1-1 simulation of reality is impossible so its all cartoons' just doesn't pass the smell test to me: some RPGs will strive for and achieve greater levels of realism than others, greater levels of plausibility than others). And many RPGs are really striving for something more like Plausibility (which I would tend to frame as having real world cause and effect in terms of everyday life, but maybe not getting into he nitty gritty of stuff like real world physics). I do think even in realistic games, there are variables in life you won't be able to account for, and the level of detail, for obvious reasons, won't be the same. But like you say, you can take real world probability and bring those into a system. I've seen this done and played games like this. One can quibble and say, yes but real life is still more complicated. That doesn't change the fact that a game like that would be closer to realism than a game of OG or Savage Worlds. [/QUOTE]
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