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Legends and Lore - Nod To Realism
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<blockquote data-quote="Balesir" data-source="post: 5759982" data-attributes="member: 27160"><p>I think "simulationism" is getting used for both of its common meanings in a somewhat confused way, here.</p><p></p><p>In general, I think what you seem to be seeking is not "simulationism" in any clear game agenda sense, but "realism". In other words, you want to be able to use the game systems to model a world that, apart from certain specific departures (commonly identified as "magic"), behaves in ways that conform to the ways you believe the real word to behave in.</p><p></p><p>The second meaning you seem to be using is that you like the rules system to describe <em>how the game world works in terms of principle</em>, as opposed to describing it in terms of the <em>capabilities of the characters and creatures in the game</em>.</p><p></p><p>To see the difference in this second meaning, adopting more of this approach might see the power "Vicious Mockery" described as follows:</p><p></p><p><strong>Vicious Mockery</strong> is the Arcane skill of using Charm magic to manipulate and magnify an enemy's emotions to the point that he or she takes damage from them, and becomes distracted such that they have a reduced chance to succeed at tasks that require coordination or dexterity (including striking with attacks or using skills). Any creature with a mind and any discernible driving needs or feelings may be targetted with this power, but some will be harder to affect than others (based on their Will defence). Vicious Mockery will typically inflict 1d6 + the Bard's Charisma modifier of psychic damage and impose a -2 penalty to actions that require coordination or dexterity for one round.</p><p></p><p>Would that suit your sensibilities better?</p></blockquote><p></p>
[QUOTE="Balesir, post: 5759982, member: 27160"] I think "simulationism" is getting used for both of its common meanings in a somewhat confused way, here. In general, I think what you seem to be seeking is not "simulationism" in any clear game agenda sense, but "realism". In other words, you want to be able to use the game systems to model a world that, apart from certain specific departures (commonly identified as "magic"), behaves in ways that conform to the ways you believe the real word to behave in. The second meaning you seem to be using is that you like the rules system to describe [I]how the game world works in terms of principle[/I], as opposed to describing it in terms of the [I]capabilities of the characters and creatures in the game[/I]. To see the difference in this second meaning, adopting more of this approach might see the power "Vicious Mockery" described as follows: [B]Vicious Mockery[/B] is the Arcane skill of using Charm magic to manipulate and magnify an enemy's emotions to the point that he or she takes damage from them, and becomes distracted such that they have a reduced chance to succeed at tasks that require coordination or dexterity (including striking with attacks or using skills). Any creature with a mind and any discernible driving needs or feelings may be targetted with this power, but some will be harder to affect than others (based on their Will defence). Vicious Mockery will typically inflict 1d6 + the Bard's Charisma modifier of psychic damage and impose a -2 penalty to actions that require coordination or dexterity for one round. Would that suit your sensibilities better? [/QUOTE]
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