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is it me? FFG Star Wars
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<blockquote data-quote="Jiggawatts" data-source="post: 6618208" data-attributes="member: 6687982"><p>Umbran, the proper word is verisimilitude, not realism. I could care less about realism in games I play, but I very much care about verisimilitude.</p><p></p><p>Realism: Reference in which something is correlated to its real world counterpart.</p><p></p><p>Verisimilitude: Plausibility within the internal consistency of a setting.</p><p></p><p>When it come to games there tends to be two perpendicular elements that go into their design. One is where it scales on the simulation ---- narrative line, the other is where it scales on the mechanics/rules/crunch light ---- heavy line. I personally prefer games that are more simulationist in nature and about medium/light-ish on the mechanics/rules scale. FFG Star Wars is heavily narrative and very crunchy, the opposite ends of my enjoyment factor on both scales. Now I have played it, and the dice really arent that hard to figure out, and this is coming from someone who has played D&D as his main game since 2E (skipping over 4E). I havent disenjoyed the campaigns I have participated in, but it is by no means my preferred Star Wars system.</p><p></p><p>(With that said I pretty much disagree with everything else Elven said in this entire thread). And Elven, it is a scientific fact that children learn faster and easier than adults, the prime example being that it is vastly simpler to learn additional languages in your youth vs trying the learn them as an adult. Kids would have no problem picking up the FFG dice pool system easily.</p></blockquote><p></p>
[QUOTE="Jiggawatts, post: 6618208, member: 6687982"] Umbran, the proper word is verisimilitude, not realism. I could care less about realism in games I play, but I very much care about verisimilitude. Realism: Reference in which something is correlated to its real world counterpart. Verisimilitude: Plausibility within the internal consistency of a setting. When it come to games there tends to be two perpendicular elements that go into their design. One is where it scales on the simulation ---- narrative line, the other is where it scales on the mechanics/rules/crunch light ---- heavy line. I personally prefer games that are more simulationist in nature and about medium/light-ish on the mechanics/rules scale. FFG Star Wars is heavily narrative and very crunchy, the opposite ends of my enjoyment factor on both scales. Now I have played it, and the dice really arent that hard to figure out, and this is coming from someone who has played D&D as his main game since 2E (skipping over 4E). I havent disenjoyed the campaigns I have participated in, but it is by no means my preferred Star Wars system. (With that said I pretty much disagree with everything else Elven said in this entire thread). And Elven, it is a scientific fact that children learn faster and easier than adults, the prime example being that it is vastly simpler to learn additional languages in your youth vs trying the learn them as an adult. Kids would have no problem picking up the FFG dice pool system easily. [/QUOTE]
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