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General Tabletop Discussion
*Dungeons & Dragons
On simulating things: what, why, and how?
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<blockquote data-quote="Manbearcat" data-source="post: 8675473" data-attributes="member: 6696971"><p>It can difficult to capture the decision-points when climbing a face, but its certainly doable (as I've done it in a few systems) even with novice climbers with little to no exposure to the discipline. You'll have to learn how to make things like various holds and technical demands of various faces/climb movesets and duration of effort and potential fallout accessible to folks.</p><p></p><p>Overwhelmingly, I treat it just like Journey mechanics. Procedurally:</p><p></p><p>* Depict the mixed face with obstacles in such a way that someone with little to no exposure can understand the implications of their move-space.</p><p></p><p>* Have them chart a course based on the climbing obstacles/vertical topography which considers (a) number of moves required for each route + (b) type of moves required to ascend and what resources can be martialed on each route + (c) any modifiers/factors to each route + (d) potential consequence-space on each route.</p><p></p><p>* Make the first move and go from there or go straight to the conflict resolution mechanics if its a conflict. </p><p></p><p>Torchbearer and Mouse Guard and Strike(!) aren't particularly good for this, but Dungeon World and Stonetop and MHRP Hack (Cortex Fantasy Heroic) and D&D 4e and Dogs in the Vineyard are absolutely good for this as would be FitD if a conflict went that route.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 8675473, member: 6696971"] It can difficult to capture the decision-points when climbing a face, but its certainly doable (as I've done it in a few systems) even with novice climbers with little to no exposure to the discipline. You'll have to learn how to make things like various holds and technical demands of various faces/climb movesets and duration of effort and potential fallout accessible to folks. Overwhelmingly, I treat it just like Journey mechanics. Procedurally: * Depict the mixed face with obstacles in such a way that someone with little to no exposure can understand the implications of their move-space. * Have them chart a course based on the climbing obstacles/vertical topography which considers (a) number of moves required for each route + (b) type of moves required to ascend and what resources can be martialed on each route + (c) any modifiers/factors to each route + (d) potential consequence-space on each route. * Make the first move and go from there or go straight to the conflict resolution mechanics if its a conflict. Torchbearer and Mouse Guard and Strike(!) aren't particularly good for this, but Dungeon World and Stonetop and MHRP Hack (Cortex Fantasy Heroic) and D&D 4e and Dogs in the Vineyard are absolutely good for this as would be FitD if a conflict went that route. [/QUOTE]
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On simulating things: what, why, and how?
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