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What Does "Simulation" Mean To You? [+]
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<blockquote data-quote="Basic Expert" data-source="post: 9813094" data-attributes="member: 7054049"><p>Simulation in gaming means an attempt to a realistic or at least consistent model of a world, given a set of assumptions or premises. In GNS theory, the simulation advocates are the ones that want to use the game to be transported to a virtual-reality world of understandable rules and interactions.</p><p></p><p>Simulation-based rules can help a game make internal sense, by keeping the interactions consistent. Say you have a strong barbarian that casually moves boulders aside one day with a good roll of the dice, but struggles to lift his ale tankard the next due to a poor roll. Immersion is broken, so a look at the strength and lifting rules for your game might be in order.</p><p></p><p>On the other hand, some situations are so complex that anything close to an accurate simulation is next to impossible. We have hit points in D&D because the body's response to trauma is so varied, with so many variables, that any system that takes a truly simulationist approach collapses under its own weight. Even the lengthy critical hit tables of some systems, while having more varied results than D&D's lose hp/drop at 0 mechanic, rely on compressing tons of variables (wound location, depth, etc.) and even the effects of shock to more simplistic results.</p><p></p><p>There are enough rulesets out there for everyone to pick their favorite amount of simulation. And, if not, go ahead and make your own! For me, I like just enough simulation to tie the world together and then get out of the way of the fun stuff. I will always take quick and dirty over belabored and accurate.</p></blockquote><p></p>
[QUOTE="Basic Expert, post: 9813094, member: 7054049"] Simulation in gaming means an attempt to a realistic or at least consistent model of a world, given a set of assumptions or premises. In GNS theory, the simulation advocates are the ones that want to use the game to be transported to a virtual-reality world of understandable rules and interactions. Simulation-based rules can help a game make internal sense, by keeping the interactions consistent. Say you have a strong barbarian that casually moves boulders aside one day with a good roll of the dice, but struggles to lift his ale tankard the next due to a poor roll. Immersion is broken, so a look at the strength and lifting rules for your game might be in order. On the other hand, some situations are so complex that anything close to an accurate simulation is next to impossible. We have hit points in D&D because the body's response to trauma is so varied, with so many variables, that any system that takes a truly simulationist approach collapses under its own weight. Even the lengthy critical hit tables of some systems, while having more varied results than D&D's lose hp/drop at 0 mechanic, rely on compressing tons of variables (wound location, depth, etc.) and even the effects of shock to more simplistic results. There are enough rulesets out there for everyone to pick their favorite amount of simulation. And, if not, go ahead and make your own! For me, I like just enough simulation to tie the world together and then get out of the way of the fun stuff. I will always take quick and dirty over belabored and accurate. [/QUOTE]
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