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.
Community
General Tabletop Discussion
*TTRPGs General
Interview with Mike Mearls
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="Mustrum_Ridcully" data-source="post: 4442798" data-attributes="member: 710"><p>Are you sure that's what they say, or that's what you feel they did? Because they certainly did want to go away from some simulation aspects and henceforth "verisimilitude", but did they also want to avoid rules that just exist for role-playing?</p><p></p><p>Hmm...</p><p>Maybe you are right. Craft (Basketweaving) certainly is only usable for simulation or role-playing (or rather: to give some role-playing color to your character by mechanically representing a part of his "personality". The skill itself is not needed for actually role-playing out your character). </p><p></p><p>Bluff, Diplomacy, Intimidate, Insight are mechanics that are useful for conflict resolution and role-playing, and stayed.</p><p></p><p></p><p>I began to like the DFE or blackbox approach more and more during the initial reveals of 4E. It feels more goal driven and helps you achieving exactly the result you want. Using simulation feels more and more just like going a long-winded road.</p><p></p><p>As an example - A 3E character at 12th level might have several buffs (let's include magical items) active on himself, typically for the entire encounter or several hours. Effectively, the actual numbers that define this character in play are the buffed statistics, not the unbuffed. So, why not just cut the chase and create a system that automatically creates the buffed version of the character? (That's basically what Iron Heroes does).</p><p>Of course, there are some cases where the unbuffed state matters. For example during an ambush at night, or if the buffs are being dispelled.</p><p></p><p>An "effects driven" approach would be to define these stats the other way around. Dispel Magic might just cause the character to become "weakened". In an ambush situation, the attackers might automatically deal extra damage and get an attack bonus. (Or again, the victims are just weakened)</p><p></p><p>The end results will look very similar, but from a gameplay perspective, the simulation approach gives you a lot of work to arrive at your typical state, and have you reverse that work in an atypical state, while the effects driven approach gives you only work when in an atypical state. </p><p></p><p>To some degree I can understand that it doesn't feel "right" on a philosophical level (or from the verisimilitude point of view) to go this approach, but is it really worth bogging the game down for that? </p><p></p><p>The more you have to simulate, the more complex is running or playing the game. You get bogged down in details. While from an outside perspective, everything might make sense, but while playing the game, you are not immersing yourself in your character and his thoughts, you're busy doing the math for your character. </p><p>I don't feel closer to my character when I recalculate my attack bonus and damage after taking some strength damage, even though this nicely simulates how my character is losing strength. It makes sense, but do I _feel_ it while I am (re)running numbers? </p><p></p><p>People have different views on this - they value different parts of the game experience. If running numbers is required to make the game world simulation work, so be it. If you can't map every part of the game model to the game world, or vice versa, the game just doesn't feel like it's really about that fictional world. </p><p></p><p>In the end, both sides might see that if the rules don't follow their mental model, they will lose their immersion - they will be reminded that it's just a game, nothing more.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4442798, member: 710"] Are you sure that's what they say, or that's what you feel they did? Because they certainly did want to go away from some simulation aspects and henceforth "verisimilitude", but did they also want to avoid rules that just exist for role-playing? Hmm... Maybe you are right. Craft (Basketweaving) certainly is only usable for simulation or role-playing (or rather: to give some role-playing color to your character by mechanically representing a part of his "personality". The skill itself is not needed for actually role-playing out your character). Bluff, Diplomacy, Intimidate, Insight are mechanics that are useful for conflict resolution and role-playing, and stayed. I began to like the DFE or blackbox approach more and more during the initial reveals of 4E. It feels more goal driven and helps you achieving exactly the result you want. Using simulation feels more and more just like going a long-winded road. As an example - A 3E character at 12th level might have several buffs (let's include magical items) active on himself, typically for the entire encounter or several hours. Effectively, the actual numbers that define this character in play are the buffed statistics, not the unbuffed. So, why not just cut the chase and create a system that automatically creates the buffed version of the character? (That's basically what Iron Heroes does). Of course, there are some cases where the unbuffed state matters. For example during an ambush at night, or if the buffs are being dispelled. An "effects driven" approach would be to define these stats the other way around. Dispel Magic might just cause the character to become "weakened". In an ambush situation, the attackers might automatically deal extra damage and get an attack bonus. (Or again, the victims are just weakened) The end results will look very similar, but from a gameplay perspective, the simulation approach gives you a lot of work to arrive at your typical state, and have you reverse that work in an atypical state, while the effects driven approach gives you only work when in an atypical state. To some degree I can understand that it doesn't feel "right" on a philosophical level (or from the verisimilitude point of view) to go this approach, but is it really worth bogging the game down for that? The more you have to simulate, the more complex is running or playing the game. You get bogged down in details. While from an outside perspective, everything might make sense, but while playing the game, you are not immersing yourself in your character and his thoughts, you're busy doing the math for your character. I don't feel closer to my character when I recalculate my attack bonus and damage after taking some strength damage, even though this nicely simulates how my character is losing strength. It makes sense, but do I _feel_ it while I am (re)running numbers? People have different views on this - they value different parts of the game experience. If running numbers is required to make the game world simulation work, so be it. If you can't map every part of the game model to the game world, or vice versa, the game just doesn't feel like it's really about that fictional world. In the end, both sides might see that if the rules don't follow their mental model, they will lose their immersion - they will be reminded that it's just a game, nothing more. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Interview with Mike Mearls
Top