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<blockquote data-quote="nomotog" data-source="post: 6551851" data-attributes="member: 6691958"><p>Ya detail is rather hard to do in table top. (Not that it stops some systems from trying.) In depth systems in general tend to be hard because of all the detail. I once played with a borderlands RPG and just making a random gun system felt like a lot of work with out a lot of pay off. I am also thinking about how to do RTS like resource management system. Something like state of decay. The stumble I see with that is that it's so tempting for the GM to cheat or brake the simulation.</p><p></p><p>Exploring kind of started in D&D, but I don't know if we have really worked searching out. It's the trap problem. How to you handle hidden traps in a way that is interesting and fair? I have seen a dozen ideas, but they tend to dodge the issue, turn into guess and check gameplay.</p></blockquote><p></p>
[QUOTE="nomotog, post: 6551851, member: 6691958"] Ya detail is rather hard to do in table top. (Not that it stops some systems from trying.) In depth systems in general tend to be hard because of all the detail. I once played with a borderlands RPG and just making a random gun system felt like a lot of work with out a lot of pay off. I am also thinking about how to do RTS like resource management system. Something like state of decay. The stumble I see with that is that it's so tempting for the GM to cheat or brake the simulation. Exploring kind of started in D&D, but I don't know if we have really worked searching out. It's the trap problem. How to you handle hidden traps in a way that is interesting and fair? I have seen a dozen ideas, but they tend to dodge the issue, turn into guess and check gameplay. [/QUOTE]
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