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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 5524450"><p>I agree with you that playability is almost always important; I do think realism can also be very important if it is one of your design goals. One thing I've found is the more consistent a system is, the fewer design options I have for each part of the game. And this narrowing can make it harder to achieve the specific results you want (which is often very important if realism is a key consideration). With our game, we decided a light weight consistent game would still yield believable results because people weren't thinking of the system. But if we wanted to make a realistic game for fans of rules heavy or rules medium games that got down to the granular details of things like fire guns or operating heavy machinery, I think dropping the consistency would be really important.</p><p></p><p>But to your point, we did exactly what you said in your example. One of our crime skills works differently than all the others, it can be used actively to kill people (whereas the remaining crime skills are more like knowledges). The mechanic for it largely remained the same,but it had different uses and the Target NUmber for the roll was set differently. In this case, the reason wasn't realism, but to better emulate the mob movie genre.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 5524450"] I agree with you that playability is almost always important; I do think realism can also be very important if it is one of your design goals. One thing I've found is the more consistent a system is, the fewer design options I have for each part of the game. And this narrowing can make it harder to achieve the specific results you want (which is often very important if realism is a key consideration). With our game, we decided a light weight consistent game would still yield believable results because people weren't thinking of the system. But if we wanted to make a realistic game for fans of rules heavy or rules medium games that got down to the granular details of things like fire guns or operating heavy machinery, I think dropping the consistency would be really important. But to your point, we did exactly what you said in your example. One of our crime skills works differently than all the others, it can be used actively to kill people (whereas the remaining crime skills are more like knowledges). The mechanic for it largely remained the same,but it had different uses and the Target NUmber for the roll was set differently. In this case, the reason wasn't realism, but to better emulate the mob movie genre. [/QUOTE]
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