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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: 8674610" data-attributes="member: 82106"><p>Right, so I create game, lets call it 'Pro Boxing', and in this game your character jumps in the ring with Mike Tyson at his best, and punches his lights out in 2 rounds. OK, so later he goes to carry his girlfriend's groceries up the stairs and he can't lift the 50lb bag of rice. I mean, doesn't this present an obstacle for verisimilitude? It would for me! (and I presume you as well). These sorts of issues can easily arise in any game in any genre, pretty much. I mean, this sort of thing was always an issue with Palladium games. Kevin is just gonzo, and that's all there is to it, but you absolutely cannot make sense of any of those games if you actually turn your brain on. You just don't want to do that!</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8674610, member: 82106"] Right, so I create game, lets call it 'Pro Boxing', and in this game your character jumps in the ring with Mike Tyson at his best, and punches his lights out in 2 rounds. OK, so later he goes to carry his girlfriend's groceries up the stairs and he can't lift the 50lb bag of rice. I mean, doesn't this present an obstacle for verisimilitude? It would for me! (and I presume you as well). These sorts of issues can easily arise in any game in any genre, pretty much. I mean, this sort of thing was always an issue with Palladium games. Kevin is just gonzo, and that's all there is to it, but you absolutely cannot make sense of any of those games if you actually turn your brain on. You just don't want to do that! [/QUOTE]
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On simulating things: what, why, and how?
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