Right, but have we reached a technological point where we can actually have and appreciate that in a TTRPG and not have it drag the game down?It's ridiculously crunchy. For example, in Phoenix Command, as I recall, there were rules to calculate trajectories of individual bullets fired. I recall Living Steel being less unhinged, but still pretty complex (I think a VTT could probably handle Living Steel, but not Phoenix Command).
Right, but have we reached a technological point where we can actually have and appreciate that in a TTRPG and not have it drag the game down?
Why not? Computer games do this stuff all the time.I don't think so.
One of my all time favorites!No. 3 - Traveller
Quoted for truth.Only one? Haha. Oh my god there are so many.
Everyone will have their own take on this, but as someone who has spent a lot of time actually implementing software to run and automate RPGs in various ways, my ultimate conclusion is that engaging with the systems and understanding them adds immensely to the game; outsourcing it to eg. a VTT removes the understanding and has a tendency to detach players from the game because they don't understand the gears in motion.Why not? Computer games do this stuff all the time.
Why not? Computer games do this stuff all the time.
You could definitely have a much more complex TTRPG now if you wanted to now, that ran fast, so long as you mechanically interacted with it via an app/VTT. But that's a whole other discussion.Because computer games aren't VTTs or tabletop RPGs. There's an appreciable gulf that still exists between the two. A gulf composed of meat.