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*TTRPGs General
Simulationists, Black Boxes, and 4e
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<blockquote data-quote="Irda Ranger" data-source="post: 4237881" data-attributes="member: 1003"><p>I'm not familiar with T&T, but I think 4E will be quite well adapted for my preferred form of "simulationist" play. To use a concept from photography: what's the point of focus?</p><p></p><p>For instance, when I play Sim City I'm trying to simulate a city with the tools I'm given. It doesn't bother me that I'm handed building blocks like roads, police stations and zoning ordinances with "arbitrary" values. Using the building blocks given is part of the game.</p><p></p><p>3E allowed you to "simulate" PCs and NPCs given constituent pieces like race, class levels, feats, skill selection, PrCs, template on top of template, etc. You could get bizarre results. 4E has reigned that way back. And that's fine with me, because I don't care to simulate individuals. I want to play Sim Quest or Sim Campaign, not Sim Monster. And I can use the "arbitrary" classes and monsters given by the 4E rules to do that. In fact, 4E makes my preferred kind of Sim play waaaaayyyyy easier because I don't have to spend an hour or two building each little block. I'm really looking forward to it.</p><p></p><p>Just as another analogy, some people like making miniatures from scratch materials and giving them custom paint jobs. I don't - I'd much rather buy pre-painted minis so that I can get to the fun (for me) part of playing D&D. </p><p></p><p>So before anyone jumps to conclusions about what kind of rules would be good or bad for "simulationist play", you have to ask: simulating what?</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4237881, member: 1003"] I'm not familiar with T&T, but I think 4E will be quite well adapted for my preferred form of "simulationist" play. To use a concept from photography: what's the point of focus? For instance, when I play Sim City I'm trying to simulate a city with the tools I'm given. It doesn't bother me that I'm handed building blocks like roads, police stations and zoning ordinances with "arbitrary" values. Using the building blocks given is part of the game. 3E allowed you to "simulate" PCs and NPCs given constituent pieces like race, class levels, feats, skill selection, PrCs, template on top of template, etc. You could get bizarre results. 4E has reigned that way back. And that's fine with me, because I don't care to simulate individuals. I want to play Sim Quest or Sim Campaign, not Sim Monster. And I can use the "arbitrary" classes and monsters given by the 4E rules to do that. In fact, 4E makes my preferred kind of Sim play waaaaayyyyy easier because I don't have to spend an hour or two building each little block. I'm really looking forward to it. Just as another analogy, some people like making miniatures from scratch materials and giving them custom paint jobs. I don't - I'd much rather buy pre-painted minis so that I can get to the fun (for me) part of playing D&D. So before anyone jumps to conclusions about what kind of rules would be good or bad for "simulationist play", you have to ask: simulating what? [/QUOTE]
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Simulationists, Black Boxes, and 4e
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