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Population density in your setting?
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<blockquote data-quote="jgbrowning" data-source="post: 1652735" data-attributes="member: 5724"><p>My guess is that the people expressing unhappiness with the numbers aren't really emotionally involved. I know I'm not. All I wish is that the numbers would have been more accurate. It's like reading in a book that says the same bullets can be used for a shotgun as can be used for a rifle. It's something that's wrong, and unless the "wrongness" is directly serving a game need that wouldn't be served if the amunition was accurate, it's something that should be corrected.</p><p></p><p>EDIT: and to clarify.. by wrongness I don't mean to imply that there's <strong>one</strong> right. I think that there's a range in which the numbers could be presented that would satisfy most simulationists as being believable. Of course people will argue about what "believable" is better that the other "believable." <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>It makes me wonder, if numbers are to be given at all, why the numbers aren't accurate enough to satisfy the people who want the numbers? That's the target audience and the sole reason for population statistics for gaming worlds to begin with. If you're including them, you're putting them in for the people who <strong>do</strong> care, just like you'd put in a particular setting feature (say a prestige class) for the people who care about that particular feature and how it relates to game play.</p><p></p><p>And for future reference, if you're really trying to show people how another type of gaming style is enjoyable, it's best to not start off the converstation by telling them that their current style is unecessary. It's much better to show how other styles of play are additive: how by including different aspects of gaming into a gaming session usually improves the experience for everyone involved.</p><p></p><p></p><p></p><p>That's one way of play. Others play differently. Preferably the rules would facilitate both types of play as much as possible. I know that whenever one group of play types says to another "stop complaining about improvement" (be that improvement in relation to any play style) I don't get the point of the statement. Unless "fixing" that complaint is detrimental to the other gaming styles or would simply require space that could be better spent on something else, the problem should be fixed. If there's to be population numbers at all, it would be best for them to be as useful and enjoyable to as many types of gamers as possible, but especially to the types of gamers who actually use the information.</p><p></p><p>joe b.</p></blockquote><p></p>
[QUOTE="jgbrowning, post: 1652735, member: 5724"] My guess is that the people expressing unhappiness with the numbers aren't really emotionally involved. I know I'm not. All I wish is that the numbers would have been more accurate. It's like reading in a book that says the same bullets can be used for a shotgun as can be used for a rifle. It's something that's wrong, and unless the "wrongness" is directly serving a game need that wouldn't be served if the amunition was accurate, it's something that should be corrected. EDIT: and to clarify.. by wrongness I don't mean to imply that there's [b]one[/b] right. I think that there's a range in which the numbers could be presented that would satisfy most simulationists as being believable. Of course people will argue about what "believable" is better that the other "believable." :) It makes me wonder, if numbers are to be given at all, why the numbers aren't accurate enough to satisfy the people who want the numbers? That's the target audience and the sole reason for population statistics for gaming worlds to begin with. If you're including them, you're putting them in for the people who [b]do[/b] care, just like you'd put in a particular setting feature (say a prestige class) for the people who care about that particular feature and how it relates to game play. And for future reference, if you're really trying to show people how another type of gaming style is enjoyable, it's best to not start off the converstation by telling them that their current style is unecessary. It's much better to show how other styles of play are additive: how by including different aspects of gaming into a gaming session usually improves the experience for everyone involved. That's one way of play. Others play differently. Preferably the rules would facilitate both types of play as much as possible. I know that whenever one group of play types says to another "stop complaining about improvement" (be that improvement in relation to any play style) I don't get the point of the statement. Unless "fixing" that complaint is detrimental to the other gaming styles or would simply require space that could be better spent on something else, the problem should be fixed. If there's to be population numbers at all, it would be best for them to be as useful and enjoyable to as many types of gamers as possible, but especially to the types of gamers who actually use the information. joe b. [/QUOTE]
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