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
What supplement would you really like to see Wizards produce?
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="DonAdam" data-source="post: 1433987" data-attributes="member: 2446"><p>That's what I meant by `realism,' and I'm not even sure that that's doable. If everyone in a D&D world acted according the rules laid out in the core books, none of the assumptions they make about the praxeological world would hold.</p><p></p><p>Any chaotic (and almost any neutral) god would be foolish not to grant spells to any faithful followers. Any peasant with a wisdom 10 or higher would be foolish not to pray for those spells. Imagine a world where most peasants could cast purify food and water and create water. We have no way of modelling that.</p><p></p><p>When wizards and higher level clerics start getting into business ventures, it becomes even more complex.</p><p></p><p>This is all fine, because the D&D spells and classes were not meant to model a world as a whole, but rather adventurers. Because they are presented as rules by which the world operates, however, I think you lose what alot of people would like to pretend is versimilitude.</p><p></p><p>Again, this is not a total barrier to getting it done. It's just to say that, like the adventuring rules, you've got two options: just ignore the consequences of the rules and design everything to be fun for the genre you're modelling (the D&D solution, a fine solution IMO) or have to find a way to model a whole world.</p><p></p><p>My point is that anything that did anything but fiat the existing world would totally break down the minute the players starting showing any initiative. So the rules, like the adventuring rules, have to focus on playability for the PC's and just fiat the rest. Hence the tradeoff that I think is inevitable...</p><p></p><p>And yes, I never claimed to be the only econ guy around here. I just figured that I would let people know which perspective I was coming from, for the sake of full disclosure and all that.</p><p></p><p>Edit: Having thought about it a little more, I guess I'm saying that "economic system" might not be doable, if we understand "economic system" as, you know, an economy. What we might be after is really models for the players to run a business in D&D in the context of whatever economy the DM fiats a kingdom or world to have.</p></blockquote><p></p>
[QUOTE="DonAdam, post: 1433987, member: 2446"] That's what I meant by `realism,' and I'm not even sure that that's doable. If everyone in a D&D world acted according the rules laid out in the core books, none of the assumptions they make about the praxeological world would hold. Any chaotic (and almost any neutral) god would be foolish not to grant spells to any faithful followers. Any peasant with a wisdom 10 or higher would be foolish not to pray for those spells. Imagine a world where most peasants could cast purify food and water and create water. We have no way of modelling that. When wizards and higher level clerics start getting into business ventures, it becomes even more complex. This is all fine, because the D&D spells and classes were not meant to model a world as a whole, but rather adventurers. Because they are presented as rules by which the world operates, however, I think you lose what alot of people would like to pretend is versimilitude. Again, this is not a total barrier to getting it done. It's just to say that, like the adventuring rules, you've got two options: just ignore the consequences of the rules and design everything to be fun for the genre you're modelling (the D&D solution, a fine solution IMO) or have to find a way to model a whole world. My point is that anything that did anything but fiat the existing world would totally break down the minute the players starting showing any initiative. So the rules, like the adventuring rules, have to focus on playability for the PC's and just fiat the rest. Hence the tradeoff that I think is inevitable... And yes, I never claimed to be the only econ guy around here. I just figured that I would let people know which perspective I was coming from, for the sake of full disclosure and all that. Edit: Having thought about it a little more, I guess I'm saying that "economic system" might not be doable, if we understand "economic system" as, you know, an economy. What we might be after is really models for the players to run a business in D&D in the context of whatever economy the DM fiats a kingdom or world to have. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
What supplement would you really like to see Wizards produce?
Top