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
Jon Peterson: Does System Matter?
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="Ovinomancer" data-source="post: 8214257" data-attributes="member: 16814"><p>That's mostly on you, though, for using a highly idiosyncratic definition of "rules as physics." This has been a term of art used in discussion of game analysis for awhile and is more commonly understood as preferring the rules to model the physics of the world rather than how you've used it, which is that the fictional world understands the game rules as it's reality.</p><p></p><p>Perfectly fine approach, but it's not at all what's meant by "system matters." As I said above, this is a matter of how you design the fictional world rather than a function of the system. In thinking on it, I'm having trouble with pulling out a function of system that lends itself to this approach. I started thinking that more simulationist systems would do so, but that doesn't work, really, as this approach rarely crops up in more modern or more sci-fi systems, even in highly simulationist systems. It seems to really be a function of games where the lore is built into the systems (WoD) or D&D-esque games. I think it's really just a matter of worldbuilding, and not really a system function outside of the cases where a system has been tightly coupled to the worldbuilding or the premise is distant enough that it's easy to assume this kind of fictional understanding because the effort to encompass more is not worth the effort. I think this is the case with D&D, where it can sometimes be easier for the players to engage the lore with the assumption that the rules are understood as reality rather than add work to expand the lore so that the rules are not definitional of reality.</p><p></p><p>I had a poll a number of years ago where I asked a similar question -- do the classes have concrete meaning in your games? The answers were divided fairly equality between all the time, none of the time, and some of the time. <a href="https://www.enworld.org/threads/do-classes-have-concrete-meaning-in-your-game.472788/" target="_blank">Here's the link, if you're interested</a>.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 8214257, member: 16814"] That's mostly on you, though, for using a highly idiosyncratic definition of "rules as physics." This has been a term of art used in discussion of game analysis for awhile and is more commonly understood as preferring the rules to model the physics of the world rather than how you've used it, which is that the fictional world understands the game rules as it's reality. Perfectly fine approach, but it's not at all what's meant by "system matters." As I said above, this is a matter of how you design the fictional world rather than a function of the system. In thinking on it, I'm having trouble with pulling out a function of system that lends itself to this approach. I started thinking that more simulationist systems would do so, but that doesn't work, really, as this approach rarely crops up in more modern or more sci-fi systems, even in highly simulationist systems. It seems to really be a function of games where the lore is built into the systems (WoD) or D&D-esque games. I think it's really just a matter of worldbuilding, and not really a system function outside of the cases where a system has been tightly coupled to the worldbuilding or the premise is distant enough that it's easy to assume this kind of fictional understanding because the effort to encompass more is not worth the effort. I think this is the case with D&D, where it can sometimes be easier for the players to engage the lore with the assumption that the rules are understood as reality rather than add work to expand the lore so that the rules are not definitional of reality. I had a poll a number of years ago where I asked a similar question -- do the classes have concrete meaning in your games? The answers were divided fairly equality between all the time, none of the time, and some of the time. [URL='https://www.enworld.org/threads/do-classes-have-concrete-meaning-in-your-game.472788/']Here's the link, if you're interested[/URL]. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Jon Peterson: Does System Matter?
Top