Galloglaich
First Post
Take guns for example. You can take any weapon in the world and break it down piece by piece to come up with maintence and reliability rules with differing factors for which oil you used in what enviroment. And your players will never use it. You can come up with a table listing every possible weapons malfunction,
But Andor knowing all of these things does not therefore correlate into putting all that nit picky detail into your game!!! It (hopefully) means that you could paint a pretty accurate "big picture" at whichever level of abstraction you chose. I really think you are missing the point!
Lets say you Andor, using the technical knowledge you have described above, decide to come up with simple rules for a combat game. You make a table of guns which shows which ones jam a lot and which ones dont, what their effective range is, their rate of fire. You make an abstract rule roughly showing the difference in accuracy between aimed fire and a snap shot. Like say, the gun rules in Shadowrun. This corresponds to real life and is a fun game.
Another guy named Dilbert who has never been out of his mothers basement is designing a game too. He makes the guess that automatic weapons never jam, and based on bad action movies he's seen, that it's pretty hard to shoot somebody across the street with an assault rifle and relatively easy to dodge the bullets if you do a cartwheel, so he makes up his rules accordingly. So then in his game, certain players figure out that if they get a hand weapon like oh I don't know, a spiked chain and buy a few points of cartwheel skill, they can easily dodge gunfire and charge other players armed with Ak-47s and kill them right and left. Which is pretty confusing to the players with the Ak-47s and they complain loudly. To balance this out Dilbert quickly makes another rule that spiked chains can only be used to attack once per day. This annoys the spiked chain advocates requiring him to make another rule. Pretty soon he has a complicated mess on his hands, wheras you Anders, have made an elegant, fast paced game which sells well... so well that you quit your day job and invest in a company making forclosure signs, clear a million dollars in two months, then meet Jessica Alba at a Ski resort while vacationing in Vale, and she is so smitten she takes you to her pad in Tahiti. You pack nothing but viagra. Isn't realism awesome?
G.
Last edited: