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General Tabletop Discussion
*TTRPGs General
Systems That Model The World Rather Than The Story
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<blockquote data-quote="Oligopsony" data-source="post: 9146525" data-attributes="member: 56314"><p>I feel like you’re eliding between simulationism and granularity here. In the latter example, torches aren’t modeled in detail, but the principle is that using torches dwindles your supply, and the answer to why you ran out of torches is that you used one too many.</p><p></p><p>By contrast consider a system where players can invoke extra good luck to empower cool coincidences, but every time they do so they have to grant the GM an Oh, naughty word token that she can use to invoke an oh naughty word moment like torches going out at an inopportune time. There, the reason the torches went out is that the GM thought it would make a neat story beat. Note that a system like this can also be very bookkeepy and granular.</p></blockquote><p></p>
[QUOTE="Oligopsony, post: 9146525, member: 56314"] I feel like you’re eliding between simulationism and granularity here. In the latter example, torches aren’t modeled in detail, but the principle is that using torches dwindles your supply, and the answer to why you ran out of torches is that you used one too many. By contrast consider a system where players can invoke extra good luck to empower cool coincidences, but every time they do so they have to grant the GM an Oh, naughty word token that she can use to invoke an oh naughty word moment like torches going out at an inopportune time. There, the reason the torches went out is that the GM thought it would make a neat story beat. Note that a system like this can also be very bookkeepy and granular. [/QUOTE]
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