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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8962376" data-attributes="member: 82106"><p>Right, this is basically a version of what I call light process simulation, or 'emulation'. You model the FORM of the thing, that is in this case some pattern of buying and selling with the result being the possibility of 'profit' but the SUBSTANCE is not there to drive it. </p><p></p><p>Now, in the case of Traveller the system is 'closed', you can simply keep running it again and again, you buy, sell, buy, sell, etc. and can go on doing that. Thus it has a completeness of experience from the player side. Other sorts of these systems are more 'open', like the reaction system of 1e AD&D. Once you input all the factors and throw the dice, it just spits out a result, which you then have to go forward with in the fiction by other means. Neither is what I would really call a simulation, as they don't really deal in cause and effect. D&D Combat is more of a model in that it does attempt to explain things, to a degree (IE you were stronger, you did more damage, you had better armor, you didn't get hit so much). ALL of these things are, whatever else, very narrowly bounded to a specific domain.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8962376, member: 82106"] Right, this is basically a version of what I call light process simulation, or 'emulation'. You model the FORM of the thing, that is in this case some pattern of buying and selling with the result being the possibility of 'profit' but the SUBSTANCE is not there to drive it. Now, in the case of Traveller the system is 'closed', you can simply keep running it again and again, you buy, sell, buy, sell, etc. and can go on doing that. Thus it has a completeness of experience from the player side. Other sorts of these systems are more 'open', like the reaction system of 1e AD&D. Once you input all the factors and throw the dice, it just spits out a result, which you then have to go forward with in the fiction by other means. Neither is what I would really call a simulation, as they don't really deal in cause and effect. D&D Combat is more of a model in that it does attempt to explain things, to a degree (IE you were stronger, you did more damage, you had better armor, you didn't get hit so much). ALL of these things are, whatever else, very narrowly bounded to a specific domain. [/QUOTE]
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