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
*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
*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
*Pathfinder & Starfinder
My HP Fix
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="Crazy Jerome" data-source="post: 5956625" data-attributes="member: 54877"><p>The simulation of the steps to get from A to B--in contrast mainly with result-simulation which is ok with abstraction or even non-intuitive methods, as long as the final result is in accord with the rest of the game. Rough examples:</p><p> </p><p>Process-simulation: Every swing of the sword is an attack roll. When you hit, you do damage. At higher levels, you get more attacks in a given unit of time.</p><p> </p><p>Result-simulation: You swing a few times (whatever makes sense in the round), all rolled up into a single attack roll. You might get increased damage as you level.</p><p> </p><p>In both cases, you can set up the math so that the damage works out about the same. Someone was waving a sword around, and goblins ended up dead. The differences will come in how the mechanics work with other parts of the system. Process-simulations tends to break down if you are serious about the simulation but try to keep them simple. Result-simulations can have non-intuitive results for some people, but tend to be more resilient across the whole system. And of course, neither is usually found in a pure form.</p><p> </p><p>These are both in contrast to gamist and narrative constructs which often may work very similarly, but are not explicitly concerned with either the process or the results matching exactly something in the game world itself. For example, fate points that let you narrate your way out of trouble are metagame, and need not simulate something in the game. Naturally, because result-simulation is so elastic, however, you can often have gamist or narrative mechanics that work a lot like result-simulation and vice/versa. (A thin patina of "in game results" on an otherwise gamist mechanic can pass for result-simulation if you don't look at it too close.)</p><p> </p><p>The assumption that process simulaton is automatically the correct way to do X in D&D, as opposed to one possible way, is the root of a considerable amount of disagreement on these boards--and indeed, the root of many letters to Dragon, long before anyone thought to give names to these distinctions. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> (The assumption of process-simulation as "the way" to do things is also not an infrequent source of lousy software design by amateurs, but I digress.)</p><p> </p><p>Oh, and pemerton, I'll need to spread some more XP.</p></blockquote><p></p>
[QUOTE="Crazy Jerome, post: 5956625, member: 54877"] The simulation of the steps to get from A to B--in contrast mainly with result-simulation which is ok with abstraction or even non-intuitive methods, as long as the final result is in accord with the rest of the game. Rough examples: Process-simulation: Every swing of the sword is an attack roll. When you hit, you do damage. At higher levels, you get more attacks in a given unit of time. Result-simulation: You swing a few times (whatever makes sense in the round), all rolled up into a single attack roll. You might get increased damage as you level. In both cases, you can set up the math so that the damage works out about the same. Someone was waving a sword around, and goblins ended up dead. The differences will come in how the mechanics work with other parts of the system. Process-simulations tends to break down if you are serious about the simulation but try to keep them simple. Result-simulations can have non-intuitive results for some people, but tend to be more resilient across the whole system. And of course, neither is usually found in a pure form. These are both in contrast to gamist and narrative constructs which often may work very similarly, but are not explicitly concerned with either the process or the results matching exactly something in the game world itself. For example, fate points that let you narrate your way out of trouble are metagame, and need not simulate something in the game. Naturally, because result-simulation is so elastic, however, you can often have gamist or narrative mechanics that work a lot like result-simulation and vice/versa. (A thin patina of "in game results" on an otherwise gamist mechanic can pass for result-simulation if you don't look at it too close.) The assumption that process simulaton is automatically the correct way to do X in D&D, as opposed to one possible way, is the root of a considerable amount of disagreement on these boards--and indeed, the root of many letters to Dragon, long before anyone thought to give names to these distinctions. :D (The assumption of process-simulation as "the way" to do things is also not an infrequent source of lousy software design by amateurs, but I digress.) Oh, and pemerton, I'll need to spread some more XP. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
My HP Fix
Top