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<blockquote data-quote="robertliguori" data-source="post: 4225388" data-attributes="member: 47776"><p>A spork in the eye is not a spork deep enough into the brain to cause instant death, and neither should be 5% of sporks flung by peasants.</p><p></p><p>The fact that heroes can kill minions in one blow should be a function of how awesome the heroes are, not how crappy the minions are. And if the heroes are insufficently awesome to slay a minion with a single blow, then by definition, said minion isn't miniony enough to face the heroes.</p><p></p><p></p><p>Er...OK. So, if the circumstances of the game world lead to a nonheroic character attacking a minion with an improvised weapon and dealing a point of damage, then said nonheroic character morphs into a well-armed hero? The point is that there are game elements in the world that do not represent heroes with heavy weapons and vast murderous experience, and that these game elements can accomplish the same damn thing as said heroes versus a particular type of enemy. If you observe that a single normal attack with a shrukien (or similarly small-sized miniweapon) kills a particular class of creature 100% of the time on a successful hit, then minion status is visible in the game itself.</p><p></p><p>Really, the problem here is that we have one set of people who expect the rules to document their expectations of the universe, and another set who don't. If you don't care that what the rules say happens in a given scenario are utterly at odds with what you think should happen, you need not worry about whether a given system is simulationistic. However, I reserve the right to laugh long and loudly when your undocumented assumptions crash against the DM's documented-in-the-rules assumptions and he or she invites you to either go along with the fate your character has sown, or leave the table. If you work out beforehand with all participants that the story is the thing, then you are operating under a given rule, and simulationists who complain that the witch didn't have the right feat to craft a 100-year-long enchantment are in the wrong.</p><p></p><p>Really, I can go either way as to what people should expect to be the default route to maximal fun. I've seen enough people all convinced that good storytelling/fun gameplay/an immersive universe is the holy grail, and enough that could mostly take or leave that element, that I document my assumptions when I gain a new player or join a new game. I personally like the fact that the assumed storyline of my games can end with 'and then a random goblin killed the last surviving hero, and darkness befell the land.', or, for that matter, that the BBEGs can get squished in the prologue if they're not careful. I like the fact that the tactical minigame can warp from "Defeat the monsters and gain their treasure." to "Hunt down and kill other monsters suitable for animation as undead, and send the undead to defeat the monsters and gain their treasure."</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4225388, member: 47776"] A spork in the eye is not a spork deep enough into the brain to cause instant death, and neither should be 5% of sporks flung by peasants. The fact that heroes can kill minions in one blow should be a function of how awesome the heroes are, not how crappy the minions are. And if the heroes are insufficently awesome to slay a minion with a single blow, then by definition, said minion isn't miniony enough to face the heroes. Er...OK. So, if the circumstances of the game world lead to a nonheroic character attacking a minion with an improvised weapon and dealing a point of damage, then said nonheroic character morphs into a well-armed hero? The point is that there are game elements in the world that do not represent heroes with heavy weapons and vast murderous experience, and that these game elements can accomplish the same damn thing as said heroes versus a particular type of enemy. If you observe that a single normal attack with a shrukien (or similarly small-sized miniweapon) kills a particular class of creature 100% of the time on a successful hit, then minion status is visible in the game itself. Really, the problem here is that we have one set of people who expect the rules to document their expectations of the universe, and another set who don't. If you don't care that what the rules say happens in a given scenario are utterly at odds with what you think should happen, you need not worry about whether a given system is simulationistic. However, I reserve the right to laugh long and loudly when your undocumented assumptions crash against the DM's documented-in-the-rules assumptions and he or she invites you to either go along with the fate your character has sown, or leave the table. If you work out beforehand with all participants that the story is the thing, then you are operating under a given rule, and simulationists who complain that the witch didn't have the right feat to craft a 100-year-long enchantment are in the wrong. Really, I can go either way as to what people should expect to be the default route to maximal fun. I've seen enough people all convinced that good storytelling/fun gameplay/an immersive universe is the holy grail, and enough that could mostly take or leave that element, that I document my assumptions when I gain a new player or join a new game. I personally like the fact that the assumed storyline of my games can end with 'and then a random goblin killed the last surviving hero, and darkness befell the land.', or, for that matter, that the BBEGs can get squished in the prologue if they're not careful. I like the fact that the tactical minigame can warp from "Defeat the monsters and gain their treasure." to "Hunt down and kill other monsters suitable for animation as undead, and send the undead to defeat the monsters and gain their treasure." [/QUOTE]
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