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Why do RPGs have rules?
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<blockquote data-quote="clearstream" data-source="post: 9042627" data-attributes="member: 71699"><p>That would fit into having a shared theory about the world, in this case about the strength of lightning. What I called a "plausibility" component of the simulationist principle.</p><p></p><p></p><p>In the absence of the shared theory, it would fall back onto mapping its features to real world examples of lightning. The second of the three components. Seeing as real world lightning doesn't split houses in twain, it ought not to here. In the absence of a game-world specific theory, any shared theory about real world lightning should also apply (and I'm assuming also rule it out.)</p><p></p><p>I outline the above as an exercise in the application of the simulationist principle as I constructed it. It would chime with your intuitions in this case.</p></blockquote><p></p>
[QUOTE="clearstream, post: 9042627, member: 71699"] That would fit into having a shared theory about the world, in this case about the strength of lightning. What I called a "plausibility" component of the simulationist principle. In the absence of the shared theory, it would fall back onto mapping its features to real world examples of lightning. The second of the three components. Seeing as real world lightning doesn't split houses in twain, it ought not to here. In the absence of a game-world specific theory, any shared theory about real world lightning should also apply (and I'm assuming also rule it out.) I outline the above as an exercise in the application of the simulationist principle as I constructed it. It would chime with your intuitions in this case. [/QUOTE]
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