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<blockquote data-quote="Thomas Shey" data-source="post: 8772276" data-attributes="member: 7026617"><p>Arguably most BRP games lead into simulationist approaches in general. Certainly that was true with RQ in its early days (and as I used to know Steve Perrin quite well, it was not at all accidental). There were things about monsters that were not available to PCs and vice versa in a few cases, but fundamentally, attributes were on the same (not really linear) scale, things that were done with skills were done with skills, and there was really no great attempt to balance among the typically played nonhuman and human types (Gloranthan trolls were, for the most part, just better (in terms of being bigger and stronger while having no particular weak spots other than the intrinsic ones in being big) than humans, and the reasons for not playing one if you cared about such things were practical and social in the setting rather than numerical).</p><p></p><p>But BRP games were also much more built to a common metric than games in the D&D-sphere, so the fact that everything had the same attributes and the like didn't make NPCs particularly difficult to manage, because there was far less special casing to keep track of.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8772276, member: 7026617"] Arguably most BRP games lead into simulationist approaches in general. Certainly that was true with RQ in its early days (and as I used to know Steve Perrin quite well, it was not at all accidental). There were things about monsters that were not available to PCs and vice versa in a few cases, but fundamentally, attributes were on the same (not really linear) scale, things that were done with skills were done with skills, and there was really no great attempt to balance among the typically played nonhuman and human types (Gloranthan trolls were, for the most part, just better (in terms of being bigger and stronger while having no particular weak spots other than the intrinsic ones in being big) than humans, and the reasons for not playing one if you cared about such things were practical and social in the setting rather than numerical). But BRP games were also much more built to a common metric than games in the D&D-sphere, so the fact that everything had the same attributes and the like didn't make NPCs particularly difficult to manage, because there was far less special casing to keep track of. [/QUOTE]
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