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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="rmcoen" data-source="post: 9156743" data-attributes="member: 6692404"><p>I like the idea of systems that model the world rather than the story. When I understand conceptually how things work, then I can better decide how my story will interact with the model, and how I want to change or tweak things (because I can't stop myself from doing that). If the world model says "flames ignite things", then I expect <em>fireball</em>s and dragon breath to ignite things. Maybe I decide that "belief is more powerful than anything", and then I tweak the model to show how that breaks the otherwise solid and reliable model.</p><p></p><p>One of the things I liked about Dark Sun - and there were many - was the underlying constraint of the model that said "magic costs life". Then the rules provided supported that concept - killing vegetation, maybe sapping the stamina of nearby creatures, etc. And "it's a desert" had the completely understandable "don't wander the desert encased in metal armor". Logically consistent.</p><p></p><p>I do hate where game balance and logic come into conflict - especially, egregiously, with D&D economy. In 4e, plate armor was cheap (compared to other armors) because only one class could wear it, and it wasn't "fair" to keep them from it. In all the other editions, gold becomes meaningless after a couple levels. Doesn't make sense.</p></blockquote><p></p>
[QUOTE="rmcoen, post: 9156743, member: 6692404"] I like the idea of systems that model the world rather than the story. When I understand conceptually how things work, then I can better decide how my story will interact with the model, and how I want to change or tweak things (because I can't stop myself from doing that). If the world model says "flames ignite things", then I expect [I]fireball[/I]s and dragon breath to ignite things. Maybe I decide that "belief is more powerful than anything", and then I tweak the model to show how that breaks the otherwise solid and reliable model. One of the things I liked about Dark Sun - and there were many - was the underlying constraint of the model that said "magic costs life". Then the rules provided supported that concept - killing vegetation, maybe sapping the stamina of nearby creatures, etc. And "it's a desert" had the completely understandable "don't wander the desert encased in metal armor". Logically consistent. I do hate where game balance and logic come into conflict - especially, egregiously, with D&D economy. In 4e, plate armor was cheap (compared to other armors) because only one class could wear it, and it wasn't "fair" to keep them from it. In all the other editions, gold becomes meaningless after a couple levels. Doesn't make sense. [/QUOTE]
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