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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8674090" data-attributes="member: 82106"><p>Look, as far as some sort of 'simulation', I am not really looking for game mechanics that try to tell me what my view of things should be. I need, everyone needs, coherence. Settings pretty much invariably include a default assumption that things work like in the real world. This is the only way we can REASON about what is going on. Likewise people behave like people, otherwise we cannot reason about them. Regardless of genre or agenda or anything else every game, every fiction in general, has these characteristics. </p><p></p><p>I just don't know why some model has to exist of this. Its enough that the table agrees "this is the kind of fiction it is" (genre/tone/setting) and that should MOSTLY be enough. So, there's not a need for systems to tell us how far we can jump and etc. It is what it is. If we all see it as comprehensible and coherent with the rest of the fiction, that's all that matters. We saw the fictional position, we reasoned about things, we were able to make decisions and consequences followed in expected ways.</p><p></p><p>So, I would like it best when there isn't some sort of 'toggle' between what I can do in fiction and what I can do in mechanics. People have been focusing on D&D fighters, but it is just an example. D&D particularly is a peculiar game this way. Like, wizards are just guys, there's nothing weird about them, except they cast these crazy spells. I mean think about virtually every other fiction you ever read/watched/played this was not true!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8674090, member: 82106"] Look, as far as some sort of 'simulation', I am not really looking for game mechanics that try to tell me what my view of things should be. I need, everyone needs, coherence. Settings pretty much invariably include a default assumption that things work like in the real world. This is the only way we can REASON about what is going on. Likewise people behave like people, otherwise we cannot reason about them. Regardless of genre or agenda or anything else every game, every fiction in general, has these characteristics. I just don't know why some model has to exist of this. Its enough that the table agrees "this is the kind of fiction it is" (genre/tone/setting) and that should MOSTLY be enough. So, there's not a need for systems to tell us how far we can jump and etc. It is what it is. If we all see it as comprehensible and coherent with the rest of the fiction, that's all that matters. We saw the fictional position, we reasoned about things, we were able to make decisions and consequences followed in expected ways. So, I would like it best when there isn't some sort of 'toggle' between what I can do in fiction and what I can do in mechanics. People have been focusing on D&D fighters, but it is just an example. D&D particularly is a peculiar game this way. Like, wizards are just guys, there's nothing weird about them, except they cast these crazy spells. I mean think about virtually every other fiction you ever read/watched/played this was not true! [/QUOTE]
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On simulating things: what, why, and how?
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