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<blockquote data-quote="Celebrim" data-source="post: 9348394" data-attributes="member: 4937"><p>Since I've started complaining about the logical fallacies in addressing my argument, surely this one ought to be obvious?</p><p></p><p></p><p></p><p>Again, this is hardly worth even addressing since the straw man fallacy here runs so deep, but as point of fact I didn't say that. I said it's not a full game until it has good rules for addressing and describing all the important aspects of a game universe. So if pirates are thing in the game universe, well then you need rules for handling nautical combat. And if armies are a thing in the game universe, then you need rules for handling mass combat. And in particular, if you look the genre fiction that inspires the game and you find things that are important to the genre, then you should be planning as a game designer to cover that or else you do have a hole in your design and its not yet a full game. So yes, you should be planning good rules for long distance travel and the effects of climate and weather on the game or you are saying "I can't handle stories like that with my game system so don't do them". There are a lot of systems out there that recognized "This is important to my story". The One Ring 1e recognized it needed long distance travel rules. Call of Cthulhu recognizes that it needs insanity systems. Traveller recognizes that it needs a basic economics system in order to play truckers in space. 1e AD&D recognized that it needed Battlesystem because battles are such a big part of the genre of fantasy.</p><p></p><p>But if I have an open world with protagonized player characters, it's not solely me as the GM deciding what's important to the game and where the players should find their fun. And so I need a system that isn't just pegging me into doing that one thing well but intends to give me a full game.</p><p></p><p>And I don't think it's a coincidence that the games that tend to succeed over the long haul are the ones that tend to big sets of rules, not just for the economic reality that as a publisher you need to publish or perish, but because they do a much better job of sustaining play and providing for a variety of aesthetics. So, yes, we need big tomes.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 9348394, member: 4937"] Since I've started complaining about the logical fallacies in addressing my argument, surely this one ought to be obvious? Again, this is hardly worth even addressing since the straw man fallacy here runs so deep, but as point of fact I didn't say that. I said it's not a full game until it has good rules for addressing and describing all the important aspects of a game universe. So if pirates are thing in the game universe, well then you need rules for handling nautical combat. And if armies are a thing in the game universe, then you need rules for handling mass combat. And in particular, if you look the genre fiction that inspires the game and you find things that are important to the genre, then you should be planning as a game designer to cover that or else you do have a hole in your design and its not yet a full game. So yes, you should be planning good rules for long distance travel and the effects of climate and weather on the game or you are saying "I can't handle stories like that with my game system so don't do them". There are a lot of systems out there that recognized "This is important to my story". The One Ring 1e recognized it needed long distance travel rules. Call of Cthulhu recognizes that it needs insanity systems. Traveller recognizes that it needs a basic economics system in order to play truckers in space. 1e AD&D recognized that it needed Battlesystem because battles are such a big part of the genre of fantasy. But if I have an open world with protagonized player characters, it's not solely me as the GM deciding what's important to the game and where the players should find their fun. And so I need a system that isn't just pegging me into doing that one thing well but intends to give me a full game. And I don't think it's a coincidence that the games that tend to succeed over the long haul are the ones that tend to big sets of rules, not just for the economic reality that as a publisher you need to publish or perish, but because they do a much better job of sustaining play and providing for a variety of aesthetics. So, yes, we need big tomes. [/QUOTE]
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