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<blockquote data-quote="Flamestrike" data-source="post: 8182219" data-attributes="member: 6788736"><p>Its the other way around. The highly simulationist nature of the rules after you finish character creation and basic task resolution leads to the highly crunchy weapons tables and overly complex action resolution.</p><p></p><p>Its GNS theory. There is a massive disconnect between the <strong>abstraction </strong>of a single skill called 'Shooting' covering everything from bows to starship weapons, and then the <strong>simulationism </strong>of pages upon pages of different firearms with detailed range bands (4 including extreme range) ROF (expressed in a numerical format), damage by bullet caliber, one or more weapon qualities, AP values, reload times, finite encumbrance and ammo values etc capable of firing full auto, 3 round bursts, double-taps, semi automatic or suppressing fire (and with different rules, modifiers and resolution methods for each mind you) with a chance of hitting innocent civilians etc etc etc etc</p><p></p><p>The Skill is abstract and simple, and easy to learn, but would offend a simulationist. The weapon stats (and actual resolution) is strict simulationism with all the complexity that entails that would bore a beer and pretzel player happy with abstraction to death with them also not being bothered to learn any of it.</p><p></p><p>Seriously; the modern weapon tables (and gun rules) look like they've been cut and paste from simulationist crunchy gun porn games like 1990's Twilight 2000 or Cyberpunk 2020.</p></blockquote><p></p>
[QUOTE="Flamestrike, post: 8182219, member: 6788736"] Its the other way around. The highly simulationist nature of the rules after you finish character creation and basic task resolution leads to the highly crunchy weapons tables and overly complex action resolution. Its GNS theory. There is a massive disconnect between the [B]abstraction [/B]of a single skill called 'Shooting' covering everything from bows to starship weapons, and then the [B]simulationism [/B]of pages upon pages of different firearms with detailed range bands (4 including extreme range) ROF (expressed in a numerical format), damage by bullet caliber, one or more weapon qualities, AP values, reload times, finite encumbrance and ammo values etc capable of firing full auto, 3 round bursts, double-taps, semi automatic or suppressing fire (and with different rules, modifiers and resolution methods for each mind you) with a chance of hitting innocent civilians etc etc etc etc The Skill is abstract and simple, and easy to learn, but would offend a simulationist. The weapon stats (and actual resolution) is strict simulationism with all the complexity that entails that would bore a beer and pretzel player happy with abstraction to death with them also not being bothered to learn any of it. Seriously; the modern weapon tables (and gun rules) look like they've been cut and paste from simulationist crunchy gun porn games like 1990's Twilight 2000 or Cyberpunk 2020. [/QUOTE]
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