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Review of Twilight: 2000: You’re on Your Own, Good Luck
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<blockquote data-quote="Teo Twawki" data-source="post: 8504562" data-attributes="member: 7033305"><p>There are some games that get their approximation attempts correct. Delta Green, for example, has a Lethality rating for heavier weapons, where there is a percentage chance (usually decently high) that being in the blast radius outright kills a character. Personally, I think that's a more realistic depiction than rolling for xDxx damage. But I don't disagree that there are ample examples of rpgs (pun intended) where the writers base their information off whatever explosion movie they like best.</p><p></p><p></p><p>For my own part, while not technically active military, I lived in a city under a four-year military siege--and first played T2k while that surreality was going on--and witnessed first hand hundreds of strikes, been "danger close" to a great many, and directly under a few. And while, even at the time, I found myself calculating the percentage chance I had to avoid sniper fire while carrying water, I have never thought to calculate the damage inflicted by a 120mm shell landing in Markale market. Dice rolls in a game are never going to offer an "appreciation" for what weaponry does to a building, area, or human body. Role-playing can create a mimicry of it, such as it is, if such simulation is of interest to the group playing. It doesn't require a security clearance to do so, even if you are attempting to simulation the destruction caused by Trident missiles from an SSBN. Although, to be fair to the writers of a game that includes an exchange of nuclear weapons, there's scant actuality upon which to base damage descriptions. Aside from two horrific notable examples, there's proximity to tests, but dress rehearsals aren't ever the same as a live performance.</p></blockquote><p></p>
[QUOTE="Teo Twawki, post: 8504562, member: 7033305"] There are some games that get their approximation attempts correct. Delta Green, for example, has a Lethality rating for heavier weapons, where there is a percentage chance (usually decently high) that being in the blast radius outright kills a character. Personally, I think that's a more realistic depiction than rolling for xDxx damage. But I don't disagree that there are ample examples of rpgs (pun intended) where the writers base their information off whatever explosion movie they like best. For my own part, while not technically active military, I lived in a city under a four-year military siege--and first played T2k while that surreality was going on--and witnessed first hand hundreds of strikes, been "danger close" to a great many, and directly under a few. And while, even at the time, I found myself calculating the percentage chance I had to avoid sniper fire while carrying water, I have never thought to calculate the damage inflicted by a 120mm shell landing in Markale market. Dice rolls in a game are never going to offer an "appreciation" for what weaponry does to a building, area, or human body. Role-playing can create a mimicry of it, such as it is, if such simulation is of interest to the group playing. It doesn't require a security clearance to do so, even if you are attempting to simulation the destruction caused by Trident missiles from an SSBN. Although, to be fair to the writers of a game that includes an exchange of nuclear weapons, there's scant actuality upon which to base damage descriptions. Aside from two horrific notable examples, there's proximity to tests, but dress rehearsals aren't ever the same as a live performance. [/QUOTE]
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Review of Twilight: 2000: You’re on Your Own, Good Luck
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