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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Crimson Longinus" data-source="post: 8673274" data-attributes="member: 7025508"><p>What I mean when I want simulation in a game is that I want the rules to somewhat consistently represent the objective fictional reality. This representation may be more or less accurate, it may be detailed or it may be more abstract. But the underlying logic still holds.</p><p></p><p>D&D certainly isn't terribly strongly simulationistic game, and it is kind on the outer edge of my comfort zone in this regard (and moving further away considering some new design trends) and I would wish it to be a tad more simulationistic. Still I don't need or want games to be mindbogglingly tedious attempts to accurately model reality with unnecessarily complex mechanics. Broad strokes simulation is what I want.</p><p></p><p>But basically I want mechanics to mostly be traceable to the parts of the world they're representing in some consistent manner. This allows the players to engage with the setting and mechanics from unified in-character perspective, and makes easier for the GM to ad hoc assign consistently appropriate mechanics for things that may appear in the fiction. And yes, I know some people's brain approach this differently, and that's fine, but this is what is most natural to me.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8673274, member: 7025508"] What I mean when I want simulation in a game is that I want the rules to somewhat consistently represent the objective fictional reality. This representation may be more or less accurate, it may be detailed or it may be more abstract. But the underlying logic still holds. D&D certainly isn't terribly strongly simulationistic game, and it is kind on the outer edge of my comfort zone in this regard (and moving further away considering some new design trends) and I would wish it to be a tad more simulationistic. Still I don't need or want games to be mindbogglingly tedious attempts to accurately model reality with unnecessarily complex mechanics. Broad strokes simulation is what I want. But basically I want mechanics to mostly be traceable to the parts of the world they're representing in some consistent manner. This allows the players to engage with the setting and mechanics from unified in-character perspective, and makes easier for the GM to ad hoc assign consistently appropriate mechanics for things that may appear in the fiction. And yes, I know some people's brain approach this differently, and that's fine, but this is what is most natural to me. [/QUOTE]
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On simulating things: what, why, and how?
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