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<blockquote data-quote="Reynard" data-source="post: 9865225" data-attributes="member: 467"><p>Others are likely to disagree, but I don't think emulation of reality is a worthy design goal at all. I think the primary, maybe only, design goal is to achieve what you intend in play. That probably reads as wishy-washy, but it is true. If you want your system to feel like gritty fiction, you design one way. If you want your system to feel like cinematic action heroism, you design another. But in very rare circumstances do people actually want their system to fell like "real life." And on top of that, "real life" is both boring and completely insane and very, very hard to emulate with system. I mean, just to use a standard old example: there are people who die falling off a step ladder, and people who survive multiple gunshot wounds. Model that.</p></blockquote><p></p>
[QUOTE="Reynard, post: 9865225, member: 467"] Others are likely to disagree, but I don't think emulation of reality is a worthy design goal at all. I think the primary, maybe only, design goal is to achieve what you intend in play. That probably reads as wishy-washy, but it is true. If you want your system to feel like gritty fiction, you design one way. If you want your system to feel like cinematic action heroism, you design another. But in very rare circumstances do people actually want their system to fell like "real life." And on top of that, "real life" is both boring and completely insane and very, very hard to emulate with system. I mean, just to use a standard old example: there are people who die falling off a step ladder, and people who survive multiple gunshot wounds. Model that. [/QUOTE]
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