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
Legends and Lore - Nod To Realism
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="Hussar" data-source="post: 5766445" data-attributes="member: 22779"><p>KM, the problem is though, the more random chances you add into the process (the more "realism points" I guess you could call it) the greater the chance of failure. Process based Simulation needs to make those kinds of calls doesn't it? You can't abstract it all to a single die roll because now you're no longer doing process based Sim. </p><p></p><p>I have nothing against simulation inherently, but, I find that process based Sim falls down when in actual play because the odds start stacking up against you so quickly. Because the goal is believability, the cost/benefit isn't grounded in "What will make people want to do this and use this in the game" but in "How will this better simulate the action in the fictional space?" </p><p></p><p>And, when you start injecting realism like that, of course game play takes a back seat. It has to. Anything that is covered by the process becomes the default because it's the most reasonable/believable series of actions. Anything that falls outside that default by definition has to have less chance of success. Unfortunately, that includes things that might be interesting, but really aren't as effective as the default actions.</p><p></p><p>So, you wind up with things like Bull Rush where, from a process Sim viewpoint, makes perfect sense. As Tovec points out, what should be the chance of success? How good should it be? My answer to that is not going to make process Sim players happy. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>My response is, it should work as often as would make it more interesting to use in the game and it should be as effective as the narrative warrants. The bad guy gets tossed off the roof more often than he doesn't because that would result in more interesting play (for me). If the bad guy doesn't get tossed off the roof very often, and the costs for trying are too onerous, then a rational player simply won't bother trying it at all.</p></blockquote><p></p>
[QUOTE="Hussar, post: 5766445, member: 22779"] KM, the problem is though, the more random chances you add into the process (the more "realism points" I guess you could call it) the greater the chance of failure. Process based Simulation needs to make those kinds of calls doesn't it? You can't abstract it all to a single die roll because now you're no longer doing process based Sim. I have nothing against simulation inherently, but, I find that process based Sim falls down when in actual play because the odds start stacking up against you so quickly. Because the goal is believability, the cost/benefit isn't grounded in "What will make people want to do this and use this in the game" but in "How will this better simulate the action in the fictional space?" And, when you start injecting realism like that, of course game play takes a back seat. It has to. Anything that is covered by the process becomes the default because it's the most reasonable/believable series of actions. Anything that falls outside that default by definition has to have less chance of success. Unfortunately, that includes things that might be interesting, but really aren't as effective as the default actions. So, you wind up with things like Bull Rush where, from a process Sim viewpoint, makes perfect sense. As Tovec points out, what should be the chance of success? How good should it be? My answer to that is not going to make process Sim players happy. :D My response is, it should work as often as would make it more interesting to use in the game and it should be as effective as the narrative warrants. The bad guy gets tossed off the roof more often than he doesn't because that would result in more interesting play (for me). If the bad guy doesn't get tossed off the roof very often, and the costs for trying are too onerous, then a rational player simply won't bother trying it at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Legends and Lore - Nod To Realism
Top