Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Enchanted Trinkets Complete--a hardcover book containing over 500 magic items for your D&D games!
Community
General Tabletop Discussion
*TTRPGs General
FORKED - Game Fundamentals - Player Trust, Your GM, and Cake
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Mallus" data-source="post: 5230401" data-attributes="member: 3887"><p>The thing is, I like consistency too. But I'm more interested in consistency in tone, characterization, NPC reactions, etc. Personally, I don't find strict adherence to whatever rules are in place delivers the <em>kind</em> of consistency I'm after.</p><p></p><p>I hear you about the need for a consistent enough mechanical framework in order to make informed tactical decisions. But if you're mechanical framework is <em>too</em> consistent, you miss out on a lot of the cool, wahoo moments that give RPG play it's charm. This, BTW, is the most persuasive argument against 4e I've found (and I like 4e). </p><p></p><p>As for simulationists... well, to be honest, I can never figure out what they're after. They <em>claim</em> they're after realism, or verisimilitude, a reasonable in-game world that promotes easy identification. But what they actually <em>advocate</em> is running the game world based a series of simple algorithms that invariable yield absurd results after a while. A short while. It seems less like a call for realism than a call to be playing early 1980's computer games. </p><p></p><p>To my mind, the only way to create a halfway-believable simulation vis a vis the in-game world is to ditch formal rules entirely, and handle everything through exposition and fiat. Formal rules will always produce silly results. </p><p></p><p></p><p>I like to think of it as 'consistency+' (ie consistency + the occasional batsh*t maneuver). </p><p></p><p></p><p>I think M&M does a great job.</p></blockquote><p></p>
[QUOTE="Mallus, post: 5230401, member: 3887"] The thing is, I like consistency too. But I'm more interested in consistency in tone, characterization, NPC reactions, etc. Personally, I don't find strict adherence to whatever rules are in place delivers the [i]kind[/i] of consistency I'm after. I hear you about the need for a consistent enough mechanical framework in order to make informed tactical decisions. But if you're mechanical framework is [i]too[/i] consistent, you miss out on a lot of the cool, wahoo moments that give RPG play it's charm. This, BTW, is the most persuasive argument against 4e I've found (and I like 4e). As for simulationists... well, to be honest, I can never figure out what they're after. They [i]claim[/i] they're after realism, or verisimilitude, a reasonable in-game world that promotes easy identification. But what they actually [i]advocate[/i] is running the game world based a series of simple algorithms that invariable yield absurd results after a while. A short while. It seems less like a call for realism than a call to be playing early 1980's computer games. To my mind, the only way to create a halfway-believable simulation vis a vis the in-game world is to ditch formal rules entirely, and handle everything through exposition and fiat. Formal rules will always produce silly results. I like to think of it as 'consistency+' (ie consistency + the occasional batsh*t maneuver). I think M&M does a great job. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
FORKED - Game Fundamentals - Player Trust, Your GM, and Cake
Top