Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
Simulationists, Black Boxes, and 4e
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="PrecociousApprentice" data-source="post: 4240920" data-attributes="member: 61449"><p>So it is more of an issue of a consistent one to one cause-effect sort of resolution. The rules can be there, in your face, and as "unbelievable" as needed, just that there is no interpretation of them. The general theme is <em>Input + Rule-> Unambiguous Output</em>. No interpretation necessary.</p><p></p><p></p><p>Maybe not in the same way, but there is an entire industry of scientific professional journals that would not exist if there was no need of interpretation of outputs (read data). To really understand science, one needs to realize that there is a level of interaction of reality that is so fundamental that is exists in a conceptual space that is outside of what humans can possibly experience. We can observe the outputs, create models of what we saw that describe what we saw, but we always have to keep in mind that the rule we created to describe the event we saw was not the real interaction between the objects in the event. It was just a description, and that is all we can ever get. We continuously revise these rules so that they better describe the totallity of all the events we have observed, but we will never get at the underlying interactions, and it is likely our rules will always have corner cases that do not fit in our existing rules.</p><p></p><p>In medical science it is well inderstood that if one were to read medical journals at a pace that is greater than average for every second of every day for a year, then one would be almost <em>nine hundred years behind</em> at the end of the year, for just the information and rules published in that year, in medical science alone. And we still do a terrible job at predicting things in medicine that are relatively fundamental to the science.</p><p></p><p>A system of role playing that requires rules that are infallible in implementation and never create a "what the heck was that?" moment in the game would be so unweildy so as to be unplayable, if they were comprehensible in the first place. This is the reason for abstraction, fortune in the middle, and metagaming. They allow you to just hand wave the result to whatever you want so the game remains fun, comprehensible, and playable. Anyone who thinks that their simmulationist game will never have corner cases either uses liberal doses of abstraction, metagame constructs, does not understand the game, or isn't really playing it. Even in natural sciences this is true.</p><p></p><p>And I am not sure the natural science analogy is accurate for RPGs. RPGs are not for explaining data or predicting future events for which we have massive amounts of data to support. RPG rules are for organizing play and distributing power in a social context. It is actually much more like law than it is like science, even if rolling dice confuses the issue.</p><p></p><p></p><p>I am intrigued that you would use what has been reported to be a very hard core simulationist game for narrativist play. How do you accomplish protagonization of the PCs with what I have heard is a purist for system style game? It seems like giving ultimate power to the rules is by default deprotagonizing.</p><p></p><p></p><p>Why not 4e? Seems like it should be very easy to accomplish a narrativist agenda with 4e than most non-nar games. Why are you wed so much to a heavy sim game?</p><p></p><p></p><p>Back to where I started. I agree. I don't feel confident in my ability to distinguish vanilla from pervy, as I think that 4e will be a relatively complex rulset, but yes I do think that story is pre-eminently the focus of my games. I likes me some butt kicking in there as well, but I really don't mind a little abstraction. I definitely like the fortune in the middle. No need to get stuck at the "Why did that happen?" moments. Make it up.</p><p></p><p></p><p>I suspect this might be why WotC made most combat maneuvers tied to HP. This retains the luck/endourance element of the keep on fighting mechanic that is HP. The damage on a miss mechanics also might fit in this category. The attack roll determined if the character was sucessful with his goal. His opponents' luck/endourance/fighting spirit might have been lessened anyway. The abstraction allows you to narrate in a way that makes sense to the story.</p></blockquote><p></p>
[QUOTE="PrecociousApprentice, post: 4240920, member: 61449"] So it is more of an issue of a consistent one to one cause-effect sort of resolution. The rules can be there, in your face, and as "unbelievable" as needed, just that there is no interpretation of them. The general theme is [I]Input + Rule-> Unambiguous Output[/I]. No interpretation necessary. Maybe not in the same way, but there is an entire industry of scientific professional journals that would not exist if there was no need of interpretation of outputs (read data). To really understand science, one needs to realize that there is a level of interaction of reality that is so fundamental that is exists in a conceptual space that is outside of what humans can possibly experience. We can observe the outputs, create models of what we saw that describe what we saw, but we always have to keep in mind that the rule we created to describe the event we saw was not the real interaction between the objects in the event. It was just a description, and that is all we can ever get. We continuously revise these rules so that they better describe the totallity of all the events we have observed, but we will never get at the underlying interactions, and it is likely our rules will always have corner cases that do not fit in our existing rules. In medical science it is well inderstood that if one were to read medical journals at a pace that is greater than average for every second of every day for a year, then one would be almost [I]nine hundred years behind[/I] at the end of the year, for just the information and rules published in that year, in medical science alone. And we still do a terrible job at predicting things in medicine that are relatively fundamental to the science. A system of role playing that requires rules that are infallible in implementation and never create a "what the heck was that?" moment in the game would be so unweildy so as to be unplayable, if they were comprehensible in the first place. This is the reason for abstraction, fortune in the middle, and metagaming. They allow you to just hand wave the result to whatever you want so the game remains fun, comprehensible, and playable. Anyone who thinks that their simmulationist game will never have corner cases either uses liberal doses of abstraction, metagame constructs, does not understand the game, or isn't really playing it. Even in natural sciences this is true. And I am not sure the natural science analogy is accurate for RPGs. RPGs are not for explaining data or predicting future events for which we have massive amounts of data to support. RPG rules are for organizing play and distributing power in a social context. It is actually much more like law than it is like science, even if rolling dice confuses the issue. I am intrigued that you would use what has been reported to be a very hard core simulationist game for narrativist play. How do you accomplish protagonization of the PCs with what I have heard is a purist for system style game? It seems like giving ultimate power to the rules is by default deprotagonizing. Why not 4e? Seems like it should be very easy to accomplish a narrativist agenda with 4e than most non-nar games. Why are you wed so much to a heavy sim game? Back to where I started. I agree. I don't feel confident in my ability to distinguish vanilla from pervy, as I think that 4e will be a relatively complex rulset, but yes I do think that story is pre-eminently the focus of my games. I likes me some butt kicking in there as well, but I really don't mind a little abstraction. I definitely like the fortune in the middle. No need to get stuck at the "Why did that happen?" moments. Make it up. I suspect this might be why WotC made most combat maneuvers tied to HP. This retains the luck/endourance element of the keep on fighting mechanic that is HP. The damage on a miss mechanics also might fit in this category. The attack roll determined if the character was sucessful with his goal. His opponents' luck/endourance/fighting spirit might have been lessened anyway. The abstraction allows you to narrate in a way that makes sense to the story. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Simulationists, Black Boxes, and 4e
Top