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General Tabletop Discussion
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On Behavioral Realism
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<blockquote data-quote="pemerton" data-source="post: 7949107" data-attributes="member: 42582"><p>I hope you don't mind too much if I connect your post to my own analysis above.</p><p></p><p>Clasic Traveller is another system where my (1) and (2) don't both hold: money isn't just a PC build resource - it can be, but can be hard to apply to those ends (eg if you've already got some good basic gear, 100 credits isn't taking you much closer to battle dress; and that's before we get to Law Levels); and the fiction of actual life - eg your example of hanging out in a casino - can be pretty central to play.</p><p></p><p>Or to put it another way: while PCs in Classic Traveller may sometimes be ruthless mercenaries (which your post brings out), the game nevertheless establishes a recognisably real paradigm of human life, <em>within the fiction of the game </em>rather than simply as some colour or window-dressing that doesn't actually bear upon what is central to play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7949107, member: 42582"] I hope you don't mind too much if I connect your post to my own analysis above. Clasic Traveller is another system where my (1) and (2) don't both hold: money isn't just a PC build resource - it can be, but can be hard to apply to those ends (eg if you've already got some good basic gear, 100 credits isn't taking you much closer to battle dress; and that's before we get to Law Levels); and the fiction of actual life - eg your example of hanging out in a casino - can be pretty central to play. Or to put it another way: while PCs in Classic Traveller may sometimes be ruthless mercenaries (which your post brings out), the game nevertheless establishes a recognisably real paradigm of human life, [I]within the fiction of the game [/I]rather than simply as some colour or window-dressing that doesn't actually bear upon what is central to play. [/QUOTE]
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