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Contemporary Simulationist TTRPGs [+]
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<blockquote data-quote="RenleyRenfield" data-source="post: 9779566" data-attributes="member: 7044197"><p>Is <strong>Shadowdark </strong>situationist? It's new. It's trying to make the matter of a torch and light important. It seems to attempt to simulate it with a variety of rules that seem to simulate real torch use... within reason. </p><p></p><p>What about <strong>Dune </strong>it's new? It uses abstract rules of Assets. But it has houses and positions, and armies and guns and espionage and secrets... and it seems to want to simulate all of the features, plots, and political ties of Dune and real politics in general. While the abstraction of Assets helps mechanics stay somewhat easy to digest, it has a LOT of different bespoke ways to utilize very specific concepts in simulating political strife and warfare. Heck, they went as far as to try and simulate the person shield and knife fights with rather overblown rules...</p></blockquote><p></p>
[QUOTE="RenleyRenfield, post: 9779566, member: 7044197"] Is [B]Shadowdark [/B]situationist? It's new. It's trying to make the matter of a torch and light important. It seems to attempt to simulate it with a variety of rules that seem to simulate real torch use... within reason. What about [B]Dune [/B]it's new? It uses abstract rules of Assets. But it has houses and positions, and armies and guns and espionage and secrets... and it seems to want to simulate all of the features, plots, and political ties of Dune and real politics in general. While the abstraction of Assets helps mechanics stay somewhat easy to digest, it has a LOT of different bespoke ways to utilize very specific concepts in simulating political strife and warfare. Heck, they went as far as to try and simulate the person shield and knife fights with rather overblown rules... [/QUOTE]
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