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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="overgeeked" data-source="post: 8673820" data-attributes="member: 86653"><p>No game mechanics, no matter how detailed, can ever present anything in a realistic way. To say nothing of "realistically" representing a fantasy world. The people at the table, however, have rough models in their heads for how various things work in the real world. The invisible rulebooks I mentioned/linked up thread. In practice I've found that going with the table on calls of simulation, "realism," verisimilitude, etc works way better than what any visible rulebook can do. We can also do it quicker and with fewer arguments than deferring to a visible rulebook, because almost invariably there are mountains of absurdities contained therein. </p><p></p><p>Some examples:</p><p></p><p>So we have basically two ways to handle these. </p><p></p><p>1. Have something come up in play that's absurd.</p><p>2. Read the rules.</p><p>3. Discuss the absurdity of the rules.</p><p>4. Keep on "discussing" the absurdity of the rules.</p><p>5. Stop pretending that we're not arguing about the absurdity of the rules. </p><p>6. Get tired of all that and defer to the referee to make a call.</p><p></p><p>Or</p><p></p><p>1. Defer to the referee to make a call. </p><p></p><p>I mean, simply look at all the endless threads about the absurdities of the rules. Without something like a referee to step in and end the conversation, they will literally just keep going on and on forever. People dig in and will argue until they're blue in the face simply to win. And some people will endlessly argue their position so they can gain some advantage in the game because they think "winning" the game is not only possible but the only good outcome. So rather than that inevitable waste of time, skip the BS, have the referee make the call, and move on with the game. The referee should make that call based on what they think would happen in a fair and impartial manner. If that's not possible, dice for it. Something like opposed 2d6, higher result wins. Negotiate ties. If you can't negotiate ties in a timely fashion, roll until there's a winner...or simply defer to the referee.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8673820, member: 86653"] No game mechanics, no matter how detailed, can ever present anything in a realistic way. To say nothing of "realistically" representing a fantasy world. The people at the table, however, have rough models in their heads for how various things work in the real world. The invisible rulebooks I mentioned/linked up thread. In practice I've found that going with the table on calls of simulation, "realism," verisimilitude, etc works way better than what any visible rulebook can do. We can also do it quicker and with fewer arguments than deferring to a visible rulebook, because almost invariably there are mountains of absurdities contained therein. Some examples: So we have basically two ways to handle these. 1. Have something come up in play that's absurd. 2. Read the rules. 3. Discuss the absurdity of the rules. 4. Keep on "discussing" the absurdity of the rules. 5. Stop pretending that we're not arguing about the absurdity of the rules. 6. Get tired of all that and defer to the referee to make a call. Or 1. Defer to the referee to make a call. I mean, simply look at all the endless threads about the absurdities of the rules. Without something like a referee to step in and end the conversation, they will literally just keep going on and on forever. People dig in and will argue until they're blue in the face simply to win. And some people will endlessly argue their position so they can gain some advantage in the game because they think "winning" the game is not only possible but the only good outcome. So rather than that inevitable waste of time, skip the BS, have the referee make the call, and move on with the game. The referee should make that call based on what they think would happen in a fair and impartial manner. If that's not possible, dice for it. Something like opposed 2d6, higher result wins. Negotiate ties. If you can't negotiate ties in a timely fashion, roll until there's a winner...or simply defer to the referee. [/QUOTE]
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