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General Tabletop Discussion
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On simulating things: what, why, and how?
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<blockquote data-quote="NotAYakk" data-source="post: 8675375" data-attributes="member: 72555"><p>I want verisimilitude, surprise, and the ability for PCs to impact events in ways that (at in retrospect) make sense.</p><p></p><p>I believe that simulation is a joke, however. Any kind of complex situation is going to be far more complex than any mere human, set of tables, or similar could simulate with faithfulness. Any such simulation is a lie; a facade, that at best can convince the DM they are "simulating".</p><p></p><p>So what I want out of mechanics for "simulation" is for things to make sense, scale-wise. I want plenty of Chaos.</p><p></p><p>For example, suppose we had an exponential empire simulator mechanic in the game. So you have two empires, one with power 10^7 and the other with power 10^9. They collide.</p><p></p><p>The simulation mechanic might give a chance for the 10^7 empire to destroy the 10^9 one, despite it being literally 100x smaller. And the mechanics might say how it did so (military, political, revolution, whatever). But it cannot, reasonably, give me a the steps this happen.</p><p></p><p>I want the simulation to provide both preliminary and eventual end steps, and the possibility of derailing it.</p><p></p><p>I want my simulation mechanics to provide story hooks.</p></blockquote><p></p>
[QUOTE="NotAYakk, post: 8675375, member: 72555"] I want verisimilitude, surprise, and the ability for PCs to impact events in ways that (at in retrospect) make sense. I believe that simulation is a joke, however. Any kind of complex situation is going to be far more complex than any mere human, set of tables, or similar could simulate with faithfulness. Any such simulation is a lie; a facade, that at best can convince the DM they are "simulating". So what I want out of mechanics for "simulation" is for things to make sense, scale-wise. I want plenty of Chaos. For example, suppose we had an exponential empire simulator mechanic in the game. So you have two empires, one with power 10^7 and the other with power 10^9. They collide. The simulation mechanic might give a chance for the 10^7 empire to destroy the 10^9 one, despite it being literally 100x smaller. And the mechanics might say how it did so (military, political, revolution, whatever). But it cannot, reasonably, give me a the steps this happen. I want the simulation to provide both preliminary and eventual end steps, and the possibility of derailing it. I want my simulation mechanics to provide story hooks. [/QUOTE]
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