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D&D isn't a simulation game, so what is???
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<blockquote data-quote="Thomas Shey" data-source="post: 8612812" data-attributes="member: 7026617"><p>As I said, how can one say that a desire for more simulation isn't an issue about concerns or tastes in the first place? That was, after all, the whole point in the old RGFA Threefold; that different people had different priorities, and how they weighed them told you what they'd want in the game design. That it wasn't a value judgment on design overall was the <em>point</em>. It just said that some things worked for or against certain desires, and that getting more of one tended to comprimise getting enough of the others.</p><p></p><p>Levels of demand for simulation are clearly not unitary; while D&D hit points are a particular egregious example of a mechanic that simulates almost nothing, plenty of other systems also don't bother with things like hit locations because its a level of simulation they don't feel they need. Almost no superhero game does for example (I can count on, I think two, that I know of that do in fact). But that just means that people using them aren't particularly focused on simulation as a concern (in part because that gets harder and harder to do with genres with a high degree of stylization; they virtually demand you ignore more an more real world issues to work).</p><p></p><p></p><p></p><p>But of course historically, that wasn't true in D&D either; its somewhat so in modern versions because the most atomic level is not set at "1 hit point" for humans, but that didn't become so until, what, D&D3e?</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8612812, member: 7026617"] As I said, how can one say that a desire for more simulation isn't an issue about concerns or tastes in the first place? That was, after all, the whole point in the old RGFA Threefold; that different people had different priorities, and how they weighed them told you what they'd want in the game design. That it wasn't a value judgment on design overall was the [I]point[/I]. It just said that some things worked for or against certain desires, and that getting more of one tended to comprimise getting enough of the others. Levels of demand for simulation are clearly not unitary; while D&D hit points are a particular egregious example of a mechanic that simulates almost nothing, plenty of other systems also don't bother with things like hit locations because its a level of simulation they don't feel they need. Almost no superhero game does for example (I can count on, I think two, that I know of that do in fact). But that just means that people using them aren't particularly focused on simulation as a concern (in part because that gets harder and harder to do with genres with a high degree of stylization; they virtually demand you ignore more an more real world issues to work). But of course historically, that wasn't true in D&D either; its somewhat so in modern versions because the most atomic level is not set at "1 hit point" for humans, but that didn't become so until, what, D&D3e? [/QUOTE]
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