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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Bedrockgames" data-source="post: 8671840" data-attributes="member: 85555"><p>To me that is what certain dice pools capture. I have a sense of what my actual long jump max might be, but a physics with a tape measure probably could set a number to it. If I am in a root chase in a relatively realistic game and encounter a gap between buildings that is 32 feet, I wouldn't probably know the exact distance by looking and I probably wouldn't know that exceeds the max record for a human long jump. It is about how doable it looks to me, and I might be overconfident and make that leap not realizing it is a doomed effort </p><p></p><p>Also one area these things with probability really break down in RPGS is it is really hard to capture real world physics in a game system. I've played some heavy realism games and they mostly achieve a good degree of plausibly (probably good enough for most people). But I don't think you'd be able to take real world situations and match probabilities to what they are in the game itself. But for me I am not even looking for that. Most of my campaigns are closer to movie logic. When they are realistic, they are realistic in the way Goodfellas is.</p></blockquote><p></p>
[QUOTE="Bedrockgames, post: 8671840, member: 85555"] To me that is what certain dice pools capture. I have a sense of what my actual long jump max might be, but a physics with a tape measure probably could set a number to it. If I am in a root chase in a relatively realistic game and encounter a gap between buildings that is 32 feet, I wouldn't probably know the exact distance by looking and I probably wouldn't know that exceeds the max record for a human long jump. It is about how doable it looks to me, and I might be overconfident and make that leap not realizing it is a doomed effort Also one area these things with probability really break down in RPGS is it is really hard to capture real world physics in a game system. I've played some heavy realism games and they mostly achieve a good degree of plausibly (probably good enough for most people). But I don't think you'd be able to take real world situations and match probabilities to what they are in the game itself. But for me I am not even looking for that. Most of my campaigns are closer to movie logic. When they are realistic, they are realistic in the way Goodfellas is. [/QUOTE]
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