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General Tabletop Discussion
*Dungeons & Dragons
Supposing D&D is gamist, what does that mean?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 8690517" data-attributes="member: 82106"><p>Sure, and I am pretty sure 99.9% of GMs are not going to have an idea of how actual real-world alarm systems work such that they can judge the effectiveness of a narrative attempt at bypassing one, or even describe its components in any detail. I mean, I purchased the pieces and put together my own alarm system at home, and even I wouldn't be able to describe the system which a bank vault would employ in the real world with much fidelity. I can guess, based on reading a bunch of manuals and such, overall how its likely to work, but I'd still need to rely on the equivalent of 'F/RT' as mechanics when dealing with it in a game.</p><p></p><p>Right, I mean, once I jumped into a lake, and I can swim pretty well and learned at like age 3, and within 90 seconds I was drowning. It was very not obvious that was going to happen! Well, I was near shore and made my swim check and got out, lol. I don't think things like that CAN be broken down to specific actions, its some weird combination of skill, determination, luck (If I'd sucked in a lung full of water in the first seconds I'd probably have bought it), etc.</p><p></p><p>Honestly though, for straight up skill systems even Traveller, or Bunnies and Burrows (which has the absolute Ur of skill systems AFAIK) is really not materially different or inferior to most modern mainstream RPGs. Heck, read Numenera, I don't see much difference and that's pretty much a 'state of the art' mainstream RPG of fairly recent vintage.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 8690517, member: 82106"] Sure, and I am pretty sure 99.9% of GMs are not going to have an idea of how actual real-world alarm systems work such that they can judge the effectiveness of a narrative attempt at bypassing one, or even describe its components in any detail. I mean, I purchased the pieces and put together my own alarm system at home, and even I wouldn't be able to describe the system which a bank vault would employ in the real world with much fidelity. I can guess, based on reading a bunch of manuals and such, overall how its likely to work, but I'd still need to rely on the equivalent of 'F/RT' as mechanics when dealing with it in a game. Right, I mean, once I jumped into a lake, and I can swim pretty well and learned at like age 3, and within 90 seconds I was drowning. It was very not obvious that was going to happen! Well, I was near shore and made my swim check and got out, lol. I don't think things like that CAN be broken down to specific actions, its some weird combination of skill, determination, luck (If I'd sucked in a lung full of water in the first seconds I'd probably have bought it), etc. Honestly though, for straight up skill systems even Traveller, or Bunnies and Burrows (which has the absolute Ur of skill systems AFAIK) is really not materially different or inferior to most modern mainstream RPGs. Heck, read Numenera, I don't see much difference and that's pretty much a 'state of the art' mainstream RPG of fairly recent vintage. [/QUOTE]
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Community
General Tabletop Discussion
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Supposing D&D is gamist, what does that mean?
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