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I don't get the arguments for bioessentialism
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<blockquote data-quote="Ruin Explorer" data-source="post: 9728941" data-attributes="member: 18"><p>What that makes me think of is that I'd really like to see a simulationist RPG like Rolemaster (in conceptual thesis), but built from "first principles", without assumptions, without "Well this is how Rolemaster did it so...", and with modern design knowledge, modern design standards (which are inarguably better than say, 20+ years ago), proper understandings of things like usability, statistics, and so on.</p><p></p><p>As far as I know, we haven't had a real modern simulationist RPG that wasn't just derivative or attempting to replicate/build on an existing RPG.</p><p></p><p>And I think if you had a skilled design team, like actually committed to the concept, and throwing out <em>all</em> preconceptions about how simulationism "should" work mechanically (i.e. rather than conceptually), you could probably come out with something incredibly interesting.</p><p></p><p>Like, we've got our "modern design narrative-influenced fantasy game" with Daggerheart, we've got our "modern design OSR/NSR-influenced fantasy game" with Shadowdark, we've got our "modern design tactical-influenced fantasy game" with Draw Steel!, we've got a bunch of cool D&D variants with A5E, DC20, ToV and so on, all of them of sort of primarily gamist with some nods to simulation and narrative and tactics (as 5E itself is and both 13th Ages), but where's our "modern design simulationist-influenced fantasy game" which real dials up that simulationism? And it sure isn't stuff like Against The Darkmaster or Mythras, which are cool but just streamlined older designs a bit, rather than designing towards the concept from "first principles" or in a more open-minded way.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9728941, member: 18"] What that makes me think of is that I'd really like to see a simulationist RPG like Rolemaster (in conceptual thesis), but built from "first principles", without assumptions, without "Well this is how Rolemaster did it so...", and with modern design knowledge, modern design standards (which are inarguably better than say, 20+ years ago), proper understandings of things like usability, statistics, and so on. As far as I know, we haven't had a real modern simulationist RPG that wasn't just derivative or attempting to replicate/build on an existing RPG. And I think if you had a skilled design team, like actually committed to the concept, and throwing out [I]all[/I] preconceptions about how simulationism "should" work mechanically (i.e. rather than conceptually), you could probably come out with something incredibly interesting. Like, we've got our "modern design narrative-influenced fantasy game" with Daggerheart, we've got our "modern design OSR/NSR-influenced fantasy game" with Shadowdark, we've got our "modern design tactical-influenced fantasy game" with Draw Steel!, we've got a bunch of cool D&D variants with A5E, DC20, ToV and so on, all of them of sort of primarily gamist with some nods to simulation and narrative and tactics (as 5E itself is and both 13th Ages), but where's our "modern design simulationist-influenced fantasy game" which real dials up that simulationism? And it sure isn't stuff like Against The Darkmaster or Mythras, which are cool but just streamlined older designs a bit, rather than designing towards the concept from "first principles" or in a more open-minded way. [/QUOTE]
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I don't get the arguments for bioessentialism
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