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General Tabletop Discussion
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The importance of non combat rules in a RPG.
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<blockquote data-quote="Ariosto" data-source="post: 5040304" data-attributes="member: 80487"><p>The <em>Chivalry & Sorcery Sourcebook</em> (1978) included, as part of presentation of the Forester class, rules for catching fish. First considered was the use of a noose of willow. Then came the rules for "tickling":</p><p></p><p>Basic Encounter Percentages</p><p>Fish [Size] Encounter</p><p>Approach %</p><p>Trout Rise %/Tench Rise %</p><p>Trout Pull %/Tench Pull %</p><p>Dexterity factors</p><p></p><p>"The Tench Rise percentages are used only when the weather is sunny. When it is overcast, use Trout Rise percentages for Tench as well."</p><p></p><p>Weather, the hunt, medicine, plague, agriculture, mining, and maritime trade make up most of the <em>Sourcebook</em>. Among other items are rules for "the ever popular outdoor sport known as 'Drop the Rock'. This game is played whenever a group of the boys from the neighboring manor chances to call for a sociable month or two with their siege train."</p><p></p><p>C&S is perhaps the archetypal game of particular, detailed rules for a wide variety of things other than combat. Fantasy Games Unlimited went on to publish such other notable examples of general rules-heaviness as <em>Space Opera</em>, <em>Aftermath</em>, and (the second edition of) <em>Bushido</em>.</p><p></p><p>Along with Gygax's eclectic <em>Dungeon Masters Guide</em> -- and Hargrave's 'gonzo' <em>The Arduin Grimoire</em> -- those reflect a 1970s gaming milieu very much informed by the wargame ethos of the time. "Play" in that latter context was very often synonymous with "study". Simulation-toys could get remarkably complex, considering how much they depended on human brains for processing power. Actually, part of the appeal in some sectors was the opportunity to get into the process; the computerized models coming out of beltway think tanks were so obscurely complicated as to be "black boxes".</p><p></p><p><em>Campaign for North Africa</em> was quite explicitly complicated. IIRC, three playtest groups burned out before completion, overwhelmed by such minutia as an Italian unit's water consumption for cooking pasta.</p><p></p><p>GDW's Europa series got some way along in depicting the entire European and African theaters of WW2 with a piece for each division.</p><p></p><p>One person's sheer madness is another's better use for a two-car garage.</p><p></p><p>On that principle, The Dragon printed articles on all sorts of subjects. I reckon one might find a lot of non-combat systems in 2e and 3e supplements as well.</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5040304, member: 80487"] The [I]Chivalry & Sorcery Sourcebook[/I] (1978) included, as part of presentation of the Forester class, rules for catching fish. First considered was the use of a noose of willow. Then came the rules for "tickling": Basic Encounter Percentages Fish [Size] Encounter Approach % Trout Rise %/Tench Rise % Trout Pull %/Tench Pull % Dexterity factors "The Tench Rise percentages are used only when the weather is sunny. When it is overcast, use Trout Rise percentages for Tench as well." Weather, the hunt, medicine, plague, agriculture, mining, and maritime trade make up most of the [I]Sourcebook[/I]. Among other items are rules for "the ever popular outdoor sport known as 'Drop the Rock'. This game is played whenever a group of the boys from the neighboring manor chances to call for a sociable month or two with their siege train." C&S is perhaps the archetypal game of particular, detailed rules for a wide variety of things other than combat. Fantasy Games Unlimited went on to publish such other notable examples of general rules-heaviness as [I]Space Opera[/I], [I]Aftermath[/I], and (the second edition of) [I]Bushido[/I]. Along with Gygax's eclectic [I]Dungeon Masters Guide[/I] -- and Hargrave's 'gonzo' [I]The Arduin Grimoire[/I] -- those reflect a 1970s gaming milieu very much informed by the wargame ethos of the time. "Play" in that latter context was very often synonymous with "study". Simulation-toys could get remarkably complex, considering how much they depended on human brains for processing power. Actually, part of the appeal in some sectors was the opportunity to get into the process; the computerized models coming out of beltway think tanks were so obscurely complicated as to be "black boxes". [i]Campaign for North Africa[/i] was quite explicitly complicated. IIRC, three playtest groups burned out before completion, overwhelmed by such minutia as an Italian unit's water consumption for cooking pasta. GDW's Europa series got some way along in depicting the entire European and African theaters of WW2 with a piece for each division. One person's sheer madness is another's better use for a two-car garage. On that principle, The Dragon printed articles on all sorts of subjects. I reckon one might find a lot of non-combat systems in 2e and 3e supplements as well. [/QUOTE]
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