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*Dungeons & Dragons
what is it about 2nd ed that we miss?
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<blockquote data-quote="Neonchameleon" data-source="post: 6865377" data-attributes="member: 87792"><p>You don't need to suffer yourself in order to play a character that is suffering - but it helps. It's even the underpinning of the Method school of acting, to both find and create parallels between yourself and what your character is experiencing.</p><p></p><p>Saying "I don't need something" is a world away from "It isn't useful". For that matter "It isn't useful to me" is not the same thing as "It isn't useful."</p><p></p><p></p><p></p><p>On the contrary. A world simulation engine is like mood music. As long as you don't mind playing in a world flat enough that you can fit the entire rules to the world into a series of books it does very little as long as you don't sacrifice anything to achieve it. And a hacked tabletop wargame with strong metagame knowledge being one of the drivers to skilled play and that was never intended to be a world simulator makes for a pretty poor world simulator at that. Other than clarity and consistency of results it does absolutely nothing to encourage roleplaying - and indeed undermines the plausibility of the setting.</p><p></p><p></p><p></p><p>Even if Fate Points were worse than the way hit points underline the extreme artificiality of the world (which to an experienced player they aren't), detailed rather than simply predictable resolution mechanics didn't encourage metagame play, and the players themselves had to focus on the story it would be a bargain.</p><p></p><p>For that matter a worldbuilding model you need to think about is also more intrusive than Fate Points - you do not think about physics when you are trying to catch a ball. <em>It does not matter what mechanics you are thinking about - when you are thinking about mechanics you are seldom thinking about how your character would act</em>.</p><p></p><p></p><p></p><p>Dread. The system that for a horror game routinely leaves the players' hands shaking - and PCs bottling attempts because their characters are scared.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6865377, member: 87792"] You don't need to suffer yourself in order to play a character that is suffering - but it helps. It's even the underpinning of the Method school of acting, to both find and create parallels between yourself and what your character is experiencing. Saying "I don't need something" is a world away from "It isn't useful". For that matter "It isn't useful to me" is not the same thing as "It isn't useful." On the contrary. A world simulation engine is like mood music. As long as you don't mind playing in a world flat enough that you can fit the entire rules to the world into a series of books it does very little as long as you don't sacrifice anything to achieve it. And a hacked tabletop wargame with strong metagame knowledge being one of the drivers to skilled play and that was never intended to be a world simulator makes for a pretty poor world simulator at that. Other than clarity and consistency of results it does absolutely nothing to encourage roleplaying - and indeed undermines the plausibility of the setting. Even if Fate Points were worse than the way hit points underline the extreme artificiality of the world (which to an experienced player they aren't), detailed rather than simply predictable resolution mechanics didn't encourage metagame play, and the players themselves had to focus on the story it would be a bargain. For that matter a worldbuilding model you need to think about is also more intrusive than Fate Points - you do not think about physics when you are trying to catch a ball. [I]It does not matter what mechanics you are thinking about - when you are thinking about mechanics you are seldom thinking about how your character would act[/I]. Dread. The system that for a horror game routinely leaves the players' hands shaking - and PCs bottling attempts because their characters are scared. [/QUOTE]
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