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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: 8674625" data-attributes="member: 82106"><p>Sure, but we can deal with that via the conveying of the genre, tone, and conventions of the setting, can't we? I mean, there WILL be some mechanics, because we undoubtedly want to be able to describe in some way that has 'teeth' the idea that X-ray can do such-and-such, Yast can do something-cool, and Zapper can annihilate ever biting insect in 4km. So, I agree that this stuff doesn't just happen by accident, definitely not. I mean, I've constructed quite a few scenarios, mini-campaigns, and etc. where the rules didn't try to lay all of this out entirely for you. Yet it wasn't an issue.</p><p> </p><p>Like, for example I used PACE once to make a sort of fantastical version of a campaign where the PCs enacted basically 'Chansons de Geste'. The system is PACE, which has absolutely no relevant mechanics (few mechanics whatsoever actually). All the relevant stuff is established via the milieu and a bit of initial agreement that this was the desired genre. It worked fine (at least in that sense). Nobody was ever terribly surprised by how anything worked, the stuff the characters did was thematic and appropriate, for the most part, etc. There were times when we were a bit in doubt, as in what exactly is the capability of an Enchantress, and can the knight hope to best the Giant in combat, or can he at least run away fast enough to escape! I don't recall exactly how we resolved those sorts of questions now, but I am quite sure the outcomes were interesting and seemed to be in keeping with what you would expect from that sort of play (I think someone blinded the giant and then everyone ran, but eventually it transpired that it had kidnapped the child because of some grudge or other that the PCs ended up resolving).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8674625, member: 82106"] Sure, but we can deal with that via the conveying of the genre, tone, and conventions of the setting, can't we? I mean, there WILL be some mechanics, because we undoubtedly want to be able to describe in some way that has 'teeth' the idea that X-ray can do such-and-such, Yast can do something-cool, and Zapper can annihilate ever biting insect in 4km. So, I agree that this stuff doesn't just happen by accident, definitely not. I mean, I've constructed quite a few scenarios, mini-campaigns, and etc. where the rules didn't try to lay all of this out entirely for you. Yet it wasn't an issue. Like, for example I used PACE once to make a sort of fantastical version of a campaign where the PCs enacted basically 'Chansons de Geste'. The system is PACE, which has absolutely no relevant mechanics (few mechanics whatsoever actually). All the relevant stuff is established via the milieu and a bit of initial agreement that this was the desired genre. It worked fine (at least in that sense). Nobody was ever terribly surprised by how anything worked, the stuff the characters did was thematic and appropriate, for the most part, etc. There were times when we were a bit in doubt, as in what exactly is the capability of an Enchantress, and can the knight hope to best the Giant in combat, or can he at least run away fast enough to escape! I don't recall exactly how we resolved those sorts of questions now, but I am quite sure the outcomes were interesting and seemed to be in keeping with what you would expect from that sort of play (I think someone blinded the giant and then everyone ran, but eventually it transpired that it had kidnapped the child because of some grudge or other that the PCs ended up resolving). [/QUOTE]
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On simulating things: what, why, and how?
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