Faolyn
(she/her)
Not what? You've never played in a game that's had the threats prepared ahead of time? Or you've never played in a game that's had any improvisation in it?Not my game. Or any I've ever played.
Not what? You've never played in a game that's had the threats prepared ahead of time? Or you've never played in a game that's had any improvisation in it?Not my game. Or any I've ever played.
I really miss the cottage industry around extrapolating setting from system. Once upon a time I thought that was where design was going, that we'd settle on proposing settings to reify systems and making systemic changes to produce new settings. I figured a big D&D update paired with a refactoring of the 3rd party environment in the OGL/D20 license ecosystem would take us there, and then 4th edition happened.I agree with this. This is probably true for all agendas, but particularly for sim play, you want your system truths and your setting truths to align.
If your setting truth is that a readied crossbow can one-shot kill even a high-level character, than you need resolution rules that make that true in the system.
If your system truth is that a high-level character is under no particular threat from a readied crossbow, then you need to make it a setting truth that both players and characters would be aware of that truth.
Depending on the players to make wobbly decisions to try and uphold two contradictory truths (the setting and the system) is just asking for unfun play.
I think there's a difference between "the simulation is abstracted" and "this simulation is providing results contrary to what I would expect".It seems apparent to me this is just reframing the whole, ‘if it’s simulation it must be perfect argument’ into different words.
But in the game world, if I want to be harder to hit, I put on heavy armor. The reason people don't like damage on a miss, is because, to them, it was a miss. And you missed me because I am wearing 40+pounds of steel.Virtually all simulation uses abstractions whether we're talking about games or simulating business models. How do you think simulations work?
Personally, I still do this; whatever system I use I extrapolate to be true within the setting. When I run high-level D&D, everyone is aware that high-level characters are tougher and can endure multiple attacks with mundane weapons with a shrug. My entire setting cosmology for my 5e games is built around it.I really miss the cottage industry around extrapolating setting from system. Once upon a time I thought that was where design was going, that we'd settle on proposing settings to reify systems and making systemic changes to produce new settings. I figured a big D&D update paired with a refactoring of the 3rd party system in the OGL/D20 license ecosystem would take us there, and then 4th edition happened.
But in the game world, if I want to be harder to hit, I put on heavy armor. The reason people don't like damage on a miss, is because, to them, it was a miss. And you missed me because I am wearing 40+pounds of steel.
This is a discrete part of the rules system, and is not simulating anything I am aware of.
True. That is probably why I'm not a fan of John Wick's fall (end of 3# and in 4) and the falling damage system within D&D.John Wick really is a perfect example of how high hit points function without the vague luck/skill explanation. You just get hit a lot and don't die.
Levelling, and specifically how high level characters can take on multiple low level characters at no risk.Can we try to find an example arguing against simulation that doesn't involve hit points? Just as a change of pace?
I really miss the cottage industry around extrapolating setting from system. Once upon a time I thought that was where design was going, that we'd settle on proposing settings to reify systems and making systemic changes to produce new settings. I figured a big D&D update paired with a refactoring of the 3rd party environment in the OGL/D20 license ecosystem would take us there, and then 4th edition happened.
Oh I've read it. I imagine I'd have been a big fan if the timing worked out.There was a game that tried to setting-align its structure with D&D assumptions; it was called Earthdawn.