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
Community
General Tabletop Discussion
*TTRPGs General
Look On The Light Side Of Life (And Fantasy Gaming)
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="Random Bystander" data-source="post: 7689230" data-attributes="member: 6702095"><p>Why Random Bystander likes rules-heavy, and simulationist:</p><p></p><p>1) The setting derives simply from the rules in play. For example, if character is hit with a certain amount and type of damage, they are evidently hit with a certain amount of force and/or energy. Crafting rules, combined with item prices, trivially allow characters to craft items with no more input needed from the GM than a nod. And so on.</p><p>2) Things work as generally expected because they work generally according to the rules observed every day, and in areas where fantastic abilities are added, they work according to clear and well-defined rules.</p><p>3) Players can make plans, and expect those plans to work, based on a consistent, defined set of rules, with little to no clarification needed.</p><p>4) Interactions between defined rules, characters, items, abilities, landscape, and so on, allow spontaneous action to arise. This is distinct from an action being deliberately written into the story, even if the idea that lead to the action was spontaneous.</p><p>5) The sequence of events, when observed in hind-sight, has, and must have, an internal consistency and logic. The players' actions might not, but provided the rules as defined are adhered to, and the rules are reasonable, "fridge logic" and the like are greatly minimized.</p><p>6) A wide variety of styles of play are typically supported by the rulebook, including "commoner" campaigns, by the simple state of being a simulationist rulebook.</p><p>7) A good simulationist rulebook is no more prone to incongruous, needlessly divergent, out of place, nonsense, or error-prone rules than any other type of game. Indeed, the best simulationist rulesets are built around a simple, scalable core, and are less prone to those than most.</p><p>8) Nothing prevents scaling back to play out a battle between two armies using whatever contest rules are provided; even to a simple opposed roll.</p><p>9) It is easier to start with a lot of details, and scale back to few details, than to start with few details, and to zoom in to many details.</p><p></p><p>If you have to be told that all statements in this post are my opinion, then I suppose you spend a lot of time being offended at most posts on the internet, an activity which seems truly bizarre. <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></blockquote><p></p>
[QUOTE="Random Bystander, post: 7689230, member: 6702095"] Why Random Bystander likes rules-heavy, and simulationist: 1) The setting derives simply from the rules in play. For example, if character is hit with a certain amount and type of damage, they are evidently hit with a certain amount of force and/or energy. Crafting rules, combined with item prices, trivially allow characters to craft items with no more input needed from the GM than a nod. And so on. 2) Things work as generally expected because they work generally according to the rules observed every day, and in areas where fantastic abilities are added, they work according to clear and well-defined rules. 3) Players can make plans, and expect those plans to work, based on a consistent, defined set of rules, with little to no clarification needed. 4) Interactions between defined rules, characters, items, abilities, landscape, and so on, allow spontaneous action to arise. This is distinct from an action being deliberately written into the story, even if the idea that lead to the action was spontaneous. 5) The sequence of events, when observed in hind-sight, has, and must have, an internal consistency and logic. The players' actions might not, but provided the rules as defined are adhered to, and the rules are reasonable, "fridge logic" and the like are greatly minimized. 6) A wide variety of styles of play are typically supported by the rulebook, including "commoner" campaigns, by the simple state of being a simulationist rulebook. 7) A good simulationist rulebook is no more prone to incongruous, needlessly divergent, out of place, nonsense, or error-prone rules than any other type of game. Indeed, the best simulationist rulesets are built around a simple, scalable core, and are less prone to those than most. 8) Nothing prevents scaling back to play out a battle between two armies using whatever contest rules are provided; even to a simple opposed roll. 9) It is easier to start with a lot of details, and scale back to few details, than to start with few details, and to zoom in to many details. If you have to be told that all statements in this post are my opinion, then I suppose you spend a lot of time being offended at most posts on the internet, an activity which seems truly bizarre. :) [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Look On The Light Side Of Life (And Fantasy Gaming)
Top