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<blockquote data-quote="Umbran" data-source="post: 3531556" data-attributes="member: 177"><p>I may be about to be one of the world's biggest geeks...</p><p></p><p>I can endorse the idea that it is impossible - that follows from Gödel's first incompleteness theorem. In essence, for any logical system with a finite number of axioms, there will be statements that are true within that system that cannot be proved with those axioms. </p><p></p><p>In game terms - if you've got a finite number of rules in your book, the player can find something that those rules do not cover. Add in Murphy's Law, and the more you depend upon the rulebook, the more often players will try things the rules don't cover. And that's just the math - we won't even go into the vagueries of human language making it nigh-impossible (and maybe theoretically impossible) to create a RPG rule set that doesn't require someone to interpret what the author intended.</p><p></p><p>This, however, is separate from whether or not designers should <em>try</em> to create such a system. Striving for an impossible goal can still yield constructive results.</p></blockquote><p></p>
[QUOTE="Umbran, post: 3531556, member: 177"] I may be about to be one of the world's biggest geeks... I can endorse the idea that it is impossible - that follows from Gödel's first incompleteness theorem. In essence, for any logical system with a finite number of axioms, there will be statements that are true within that system that cannot be proved with those axioms. In game terms - if you've got a finite number of rules in your book, the player can find something that those rules do not cover. Add in Murphy's Law, and the more you depend upon the rulebook, the more often players will try things the rules don't cover. And that's just the math - we won't even go into the vagueries of human language making it nigh-impossible (and maybe theoretically impossible) to create a RPG rule set that doesn't require someone to interpret what the author intended. This, however, is separate from whether or not designers should [i]try[/i] to create such a system. Striving for an impossible goal can still yield constructive results. [/QUOTE]
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