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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="pemerton" data-source="post: 6342294" data-attributes="member: 42582"><p>Your description of mechanism (1) moves from "reflected" to "physics".</p><p></p><p>The gameworld can be "reflected" in the rules without the rules being any sort of "physics" of the gameworld, because (for instance) the rules produce world-appropriate outcomes in a transparent fashion that can be seen just by reading the rules.</p><p></p><p>But there is no such thing as "cartoon physics" - for instance, there are no conserved quantities, no transmission of such quantities, etc.</p><p></p><p>You can play Toon in such a way that the outcomes remind the participants of a cartoon, but that is genre emulation, not simulation of causal processes.</p><p></p><p>In the sense that there is no limit to the speed at which an item can be moved in 12 seconds, provided that it is moved by being passed from hand to hand of characters who are each within 5' of one another: in the first 6 seconds, each but the first readies an action, to pass the item to the next person upon receiving it; in the second 6 seconds, the first person passes the item to the next person, thereby triggering the readied action, etc. The result is that the item moves along the chain of people in no more than 6 seconds, however long that chain, which is to say that it can be accelarated to any speed.</p><p></p><p>Whether it is literally a railgun depends upon how the GM handles improvised attacks with thrown weapons - if the last person in the chain readies an action to hurl the item, it can deal damage. If the GM uses velocity to determine that damage, then it might be quite high.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6342294, member: 42582"] Your description of mechanism (1) moves from "reflected" to "physics". The gameworld can be "reflected" in the rules without the rules being any sort of "physics" of the gameworld, because (for instance) the rules produce world-appropriate outcomes in a transparent fashion that can be seen just by reading the rules. But there is no such thing as "cartoon physics" - for instance, there are no conserved quantities, no transmission of such quantities, etc. You can play Toon in such a way that the outcomes remind the participants of a cartoon, but that is genre emulation, not simulation of causal processes. In the sense that there is no limit to the speed at which an item can be moved in 12 seconds, provided that it is moved by being passed from hand to hand of characters who are each within 5' of one another: in the first 6 seconds, each but the first readies an action, to pass the item to the next person upon receiving it; in the second 6 seconds, the first person passes the item to the next person, thereby triggering the readied action, etc. The result is that the item moves along the chain of people in no more than 6 seconds, however long that chain, which is to say that it can be accelarated to any speed. Whether it is literally a railgun depends upon how the GM handles improvised attacks with thrown weapons - if the last person in the chain readies an action to hurl the item, it can deal damage. If the GM uses velocity to determine that damage, then it might be quite high. [/QUOTE]
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