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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Reynard" data-source="post: 8671666" data-attributes="member: 467"><p>Being one of the "middle schoolers" that started as a lad in the mid 80s with the Basic set and eventually discovering 1E right before it got replaced with 2E (which was my preferred D&D for many, many years), I have a strange relationship with "simulation."</p><p></p><p>NOTE: I am using the term in its most natural definition, not necessarily in its jargon definition. I am talking about, loosely stated, "presenting rules ina way that sort of look like how things actually work, if you squint."</p><p></p><p>Anyway -- because I started with a version of the game that at least sometimes nodded in the direction of this kind of simulation, my tendency is to continue to do so, even after it has not only fallen out of fashion but also out of the rules almost entirely. Part of me wants the game rules to reflect the reality within the game (and to some degree, the reality outside my window) even when doing so might not be the most efficient or "fun" way of doing things. That's a tall order, of course, and I am not interested in truly rigorous simulation. But even so, I would love to see rules for shields that reflect their absolute dominance in ancient combat, along with rules that take into account how demanding and horrible bending space and time to create magical effects could be. Some of these desires are similar to earlier editions, while others are not. Some other game systems that appeared early in the hobby were direct attempts to simulate history or fiction ina way D&D did not, of course, so we can talk about those games too.</p><p></p><p>But overall, let's have a friendly discussion about when and how to use simulation in D&D, and also why.</p></blockquote><p></p>
[QUOTE="Reynard, post: 8671666, member: 467"] Being one of the "middle schoolers" that started as a lad in the mid 80s with the Basic set and eventually discovering 1E right before it got replaced with 2E (which was my preferred D&D for many, many years), I have a strange relationship with "simulation." NOTE: I am using the term in its most natural definition, not necessarily in its jargon definition. I am talking about, loosely stated, "presenting rules ina way that sort of look like how things actually work, if you squint." Anyway -- because I started with a version of the game that at least sometimes nodded in the direction of this kind of simulation, my tendency is to continue to do so, even after it has not only fallen out of fashion but also out of the rules almost entirely. Part of me wants the game rules to reflect the reality within the game (and to some degree, the reality outside my window) even when doing so might not be the most efficient or "fun" way of doing things. That's a tall order, of course, and I am not interested in truly rigorous simulation. But even so, I would love to see rules for shields that reflect their absolute dominance in ancient combat, along with rules that take into account how demanding and horrible bending space and time to create magical effects could be. Some of these desires are similar to earlier editions, while others are not. Some other game systems that appeared early in the hobby were direct attempts to simulate history or fiction ina way D&D did not, of course, so we can talk about those games too. But overall, let's have a friendly discussion about when and how to use simulation in D&D, and also why. [/QUOTE]
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