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
*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
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
How much math should RPGs require?
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="Willie the Duck" data-source="post: 9194580" data-attributes="member: 6799660"><p>Young adult math geek me loved <em>GURPS Vehicles</em> when it first came out. You could calculate and re-calculate the cost or fuel expenditure or performance of your spy car or futuristic tank based on before and after you added an extra 5 points of DR onto the armor (or if you included cramped or spacious control stations). You could do the same 'more DR, or more HP?' type questions you could with character creation, but also add the wrinkle of 'but what if I up-spent and got the ultra-light-weight version of on or the other?' </p><p></p><p>I remember deciding that my futuristic space station's escape pods needed months of supplies instead of weeks (because anything that would cause you to abandon ship for it likely meant that anyone who might rescue you wasn't in-system). Thus the size of the pods had to be modified and the fuel they contained as well. And because of the weight and size change of those, the whole station had to be redesigned and calculated and decisions made to maintain certain performance goals given certain budget limitations. On days when I was looking for ways to put off college homework, this was a great product. </p><p></p><p>A few things happened. </p><ol> <li data-xf-list-type="ol">I no longer am looking for ways to take more time to do my not-at-the-table-with friends part of TTRPG gaming.</li> <li data-xf-list-type="ol">I have a job which more than covers my need for minutia. </li> <li data-xf-list-type="ol">I realized, at some point that, after all the calculations were completed, the vehicles often boiled down to a semi-brief list of stats and performance metrics (approximately the same as a PC and their basic gear, plus some extra movement functions like handling and acceleration). The only thing all the extra hoops did was give a more complicated way of determining those values, but didn't, in and of themselves, make the values more exciting.</li> <li data-xf-list-type="ol">I noticed that, as complex as they made things, simple qualities that differentiate real world vehicles (or that you might want in your game-world vehicles) aren't available. You can vary your drive-train and power plant wattage and total vehicle weight, but you can't vary torque. It's hard to make a pickup truck which can haul an immense load which can't also go 180 MPH when unloaded. It's hard to make two F-Zero racecars -- one with a higher top speed but low acceleration and another with the reverse. If you can't accurately model reality, and you can't make distinctions between vehicles which would make you choose one over the other, then what exactly is the point?</li> </ol><p>The last part there being key, and kind of the point I keep making on the subject. For me, the math can't be there just for it to be there. It has to serve a larger point (and then, the point has to be one I consider actually valuable to the gaming experience).</p></blockquote><p></p>
[QUOTE="Willie the Duck, post: 9194580, member: 6799660"] Young adult math geek me loved [I]GURPS Vehicles[/I] when it first came out. You could calculate and re-calculate the cost or fuel expenditure or performance of your spy car or futuristic tank based on before and after you added an extra 5 points of DR onto the armor (or if you included cramped or spacious control stations). You could do the same 'more DR, or more HP?' type questions you could with character creation, but also add the wrinkle of 'but what if I up-spent and got the ultra-light-weight version of on or the other?' I remember deciding that my futuristic space station's escape pods needed months of supplies instead of weeks (because anything that would cause you to abandon ship for it likely meant that anyone who might rescue you wasn't in-system). Thus the size of the pods had to be modified and the fuel they contained as well. And because of the weight and size change of those, the whole station had to be redesigned and calculated and decisions made to maintain certain performance goals given certain budget limitations. On days when I was looking for ways to put off college homework, this was a great product. A few things happened. [LIST=1] [*]I no longer am looking for ways to take more time to do my not-at-the-table-with friends part of TTRPG gaming. [*]I have a job which more than covers my need for minutia. [*]I realized, at some point that, after all the calculations were completed, the vehicles often boiled down to a semi-brief list of stats and performance metrics (approximately the same as a PC and their basic gear, plus some extra movement functions like handling and acceleration). The only thing all the extra hoops did was give a more complicated way of determining those values, but didn't, in and of themselves, make the values more exciting. [*]I noticed that, as complex as they made things, simple qualities that differentiate real world vehicles (or that you might want in your game-world vehicles) aren't available. You can vary your drive-train and power plant wattage and total vehicle weight, but you can't vary torque. It's hard to make a pickup truck which can haul an immense load which can't also go 180 MPH when unloaded. It's hard to make two F-Zero racecars -- one with a higher top speed but low acceleration and another with the reverse. If you can't accurately model reality, and you can't make distinctions between vehicles which would make you choose one over the other, then what exactly is the point? [/LIST] The last part there being key, and kind of the point I keep making on the subject. For me, the math can't be there just for it to be there. It has to serve a larger point (and then, the point has to be one I consider actually valuable to the gaming experience). [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How much math should RPGs require?
Top