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I don't get the arguments for bioessentialism
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<blockquote data-quote="Staffan" data-source="post: 9729038" data-attributes="member: 907"><p>There's a Swedish game called Eon which got a new ground-up 4th edition made about a decade ago, is currently in the process of releasing a touched up 5th edition (apparently crowdfunder backers have gotten PDFs now), and is simulationist in at least parts. It has a highly detailed combat system, reminiscent of Hârnmaster, with detailed injuries and such. It also has a huge skill list – I think it has like 70 core skills, plus open-ended lists of Crafts, Expertises (highly specialized skills like "Blame someone else", "Cheat", or "Speed-eating"), and Characteristics (things that are true about your character that sometimes can be used as skills ("Animal friend", "Pedant", "Proper bearing").</p><p></p><p>It has a somewhat odd mix of simulationist and narrative traits – as mentioned, the combat system is very detailed and there are weapon lists a mile long (particularly if you also include the optional Combat expansion), but you also have a Challenge system where you can measaure the outcome of a more involved task by the combined result of three skill checks (which can be from different players, depending on the situation). In many cases, players themselves can suggest skills to use. For example, the players might need to search an office for some sort of document without being found out by guards. The GM tells them that Search is a mandatory skill in the challenge, and they should suggest a plan for the rest. Maybe they decide to climb in through a window in which case Climb and Sneak would be good skills. Or one might suggest flirting with a maid or a guard and steal their key while they're distracted, which would be Flirt or Persuade followed by Legerdemain. Or whatever else seems appropriate.</p><p></p><p>Another element that's both narrative and simulationist is Focus and Personality traits. Focus is a resource you can spend, primarily to get a bonus to rolls, representing extra effort. You regain focus by doing things in accordance with your personality traits, of which you normally have two. Doing "regular" things get you back a little Focus, doing dangerous/costly things gets you back more, and risking your life or the equivalent gets you back all of it or can resolve other issues. One one hand it's narrative because it's a metaresource, but on the other hand it's simulationist in that it reflects how you'll feel better about yourself if you're doing the kind of stuff you live for.</p><p></p><p>And sure, it's "based on" an earlier RPG from the mid-90s, but it's about as different from it as D&D4e is from AD&D. You see echoes in it, but it's basically an entirely different game.</p></blockquote><p></p>
[QUOTE="Staffan, post: 9729038, member: 907"] There's a Swedish game called Eon which got a new ground-up 4th edition made about a decade ago, is currently in the process of releasing a touched up 5th edition (apparently crowdfunder backers have gotten PDFs now), and is simulationist in at least parts. It has a highly detailed combat system, reminiscent of Hârnmaster, with detailed injuries and such. It also has a huge skill list – I think it has like 70 core skills, plus open-ended lists of Crafts, Expertises (highly specialized skills like "Blame someone else", "Cheat", or "Speed-eating"), and Characteristics (things that are true about your character that sometimes can be used as skills ("Animal friend", "Pedant", "Proper bearing"). It has a somewhat odd mix of simulationist and narrative traits – as mentioned, the combat system is very detailed and there are weapon lists a mile long (particularly if you also include the optional Combat expansion), but you also have a Challenge system where you can measaure the outcome of a more involved task by the combined result of three skill checks (which can be from different players, depending on the situation). In many cases, players themselves can suggest skills to use. For example, the players might need to search an office for some sort of document without being found out by guards. The GM tells them that Search is a mandatory skill in the challenge, and they should suggest a plan for the rest. Maybe they decide to climb in through a window in which case Climb and Sneak would be good skills. Or one might suggest flirting with a maid or a guard and steal their key while they're distracted, which would be Flirt or Persuade followed by Legerdemain. Or whatever else seems appropriate. Another element that's both narrative and simulationist is Focus and Personality traits. Focus is a resource you can spend, primarily to get a bonus to rolls, representing extra effort. You regain focus by doing things in accordance with your personality traits, of which you normally have two. Doing "regular" things get you back a little Focus, doing dangerous/costly things gets you back more, and risking your life or the equivalent gets you back all of it or can resolve other issues. One one hand it's narrative because it's a metaresource, but on the other hand it's simulationist in that it reflects how you'll feel better about yourself if you're doing the kind of stuff you live for. And sure, it's "based on" an earlier RPG from the mid-90s, but it's about as different from it as D&D4e is from AD&D. You see echoes in it, but it's basically an entirely different game. [/QUOTE]
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I don't get the arguments for bioessentialism
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