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Legend Lore says 'story not rules' (3/4)
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<blockquote data-quote="Nemesis Destiny" data-source="post: 6097133" data-attributes="member: 98255"><p>I accept. I want no ill will or feuds with anyone on these boards. Some folks make it harder to do than others. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I also apologize if my response was not clear in its intent.</p><p></p><p>To be clear about it, the intent of what I said was that high-sim game systems, in my opinion, largely need a reality check, because most of them don't hold up, or aren't being truly honest about their intent to model "reality." Just my opinion, based largely on the inconsistencies these systems have compared to reality as we know it, nicely illustrated by that post of Balesir's that I was referring to.</p><p></p><p>I don't wish to really flog this horse with you any further since I don't think it would be pointful for either of us, but the remark was directed at the system(s) them/itself. Not those who advocate for those systems, nor those who use them. I characterize it as a failing of those systems, not its users.</p><p></p><p>I guess it gets back to the old dichotomy between what is jarring for one player can be pure immersion gold for another. My main question was about why, in the context of D&D and Next specifically, this mutual exclusion is necessary. I still see no reason why the underlying mechanics can't be designed in a way that supports both (and other) styles, but they haven't done that. Instead what we have is a system that does the same job of supporting sim as many prior editions, with a nod to narrative but without supplying the tools needed to really make it work. No amount of add-on module will fix that short of rewriting many of the underlying components of the game. I could be wrong; I'm no game designer, but this is the direction it seems to be heading, and I don't like it.</p></blockquote><p></p>
[QUOTE="Nemesis Destiny, post: 6097133, member: 98255"] I accept. I want no ill will or feuds with anyone on these boards. Some folks make it harder to do than others. :) I also apologize if my response was not clear in its intent. To be clear about it, the intent of what I said was that high-sim game systems, in my opinion, largely need a reality check, because most of them don't hold up, or aren't being truly honest about their intent to model "reality." Just my opinion, based largely on the inconsistencies these systems have compared to reality as we know it, nicely illustrated by that post of Balesir's that I was referring to. I don't wish to really flog this horse with you any further since I don't think it would be pointful for either of us, but the remark was directed at the system(s) them/itself. Not those who advocate for those systems, nor those who use them. I characterize it as a failing of those systems, not its users. I guess it gets back to the old dichotomy between what is jarring for one player can be pure immersion gold for another. My main question was about why, in the context of D&D and Next specifically, this mutual exclusion is necessary. I still see no reason why the underlying mechanics can't be designed in a way that supports both (and other) styles, but they haven't done that. Instead what we have is a system that does the same job of supporting sim as many prior editions, with a nod to narrative but without supplying the tools needed to really make it work. No amount of add-on module will fix that short of rewriting many of the underlying components of the game. I could be wrong; I'm no game designer, but this is the direction it seems to be heading, and I don't like it. [/QUOTE]
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