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
"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
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="pemerton" data-source="post: 9342028" data-attributes="member: 42582"><p>I'm thinking of Rolemaster.</p><p></p><p>As one example: the resolution mechanics generate a lot of detailed injury, which then interface with the healing rules. Both natural healing and magical healing have detailed rules. Natural healing depends on the nature and severity of the injury. There are also rules for determining whether an injury brings ongoing nerve damage with it. Magical healing is spread over five main spell lists (Concussion Healing for bruises, burns, frost bite, and concussion hit point loss; Blood Healing for ongoing bleeding; Bone Healing for injuries to bones and cartilage; Muscle Healing for damage to muscles and tendons; Nerve and Organ Healing for nerve damage and injured organs - and each spell list has many spells on it).</p><p></p><p>The effect of all this is to have a very clear sense of how a person has been hurt, and how they are recovering. In this way, the "simulationist" goal is served.</p><p></p><p>But it is not very interesting. It is extremely technical, requires careful application of the relevant rules, and also tracking of the passage of time. And whereas systems like Burning Wheel and Torchbearer have somewhat systematic ways for handling the passage of time (eg Lifestyle tests, training), Rolemaster does not - the GM has to manage the passage of time with the same resources that the game provides for handling random encounters in an "adventuring" context.</p><p></p><p>In stark contrast to this sort of approach to injury and recovery is Prince Valiant, which has, as its core recovery rule, <em>the GM decides how long it takes</em>. And which has no elements (like healing or recovery of spell points) that makes the tracking of time matter as anything other than colour.</p><p></p><p>There is nothing less realistic, as far as fighting and injury are concerned, about the fiction we create in Prince Valiant than the fiction we create in Rolemaster - eg, when a PC knight was run through the shoulder by a skeleton lord's magic two-handed sword, his recovery took a long time. And it doesn't create long periods of uninteresting calculation and technical reasoning at the table. But it is all done by GM stipulation, not "organically/emergently".</p><p></p><p>Does that give you a sense of what I have in mind?</p></blockquote><p></p>
[QUOTE="pemerton, post: 9342028, member: 42582"] I'm thinking of Rolemaster. As one example: the resolution mechanics generate a lot of detailed injury, which then interface with the healing rules. Both natural healing and magical healing have detailed rules. Natural healing depends on the nature and severity of the injury. There are also rules for determining whether an injury brings ongoing nerve damage with it. Magical healing is spread over five main spell lists (Concussion Healing for bruises, burns, frost bite, and concussion hit point loss; Blood Healing for ongoing bleeding; Bone Healing for injuries to bones and cartilage; Muscle Healing for damage to muscles and tendons; Nerve and Organ Healing for nerve damage and injured organs - and each spell list has many spells on it). The effect of all this is to have a very clear sense of how a person has been hurt, and how they are recovering. In this way, the "simulationist" goal is served. But it is not very interesting. It is extremely technical, requires careful application of the relevant rules, and also tracking of the passage of time. And whereas systems like Burning Wheel and Torchbearer have somewhat systematic ways for handling the passage of time (eg Lifestyle tests, training), Rolemaster does not - the GM has to manage the passage of time with the same resources that the game provides for handling random encounters in an "adventuring" context. In stark contrast to this sort of approach to injury and recovery is Prince Valiant, which has, as its core recovery rule, [I]the GM decides how long it takes[/I]. And which has no elements (like healing or recovery of spell points) that makes the tracking of time matter as anything other than colour. There is nothing less realistic, as far as fighting and injury are concerned, about the fiction we create in Prince Valiant than the fiction we create in Rolemaster - eg, when a PC knight was run through the shoulder by a skeleton lord's magic two-handed sword, his recovery took a long time. And it doesn't create long periods of uninteresting calculation and technical reasoning at the table. But it is all done by GM stipulation, not "organically/emergently". Does that give you a sense of what I have in mind? [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
"The term 'GNS' is moronic and annoying" – well this should be an interesting interview
Top