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Worlds of Design: “Old School” in RPGs and other Games – Part 1 Failure and Story
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<blockquote data-quote="Hussar" data-source="post: 7768964" data-attributes="member: 22779"><p>Heh, no worries. Didn't see the before the edit stuff. I've got a pretty thick skin anyway. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>But, I do disagree. RPG's don't necessarily simulate a game world at all. They don't have to. Some RPG's deal with primarily conflict resolution and leave most of the world simulation to the imagination of the players. AD&D wasn't simulationist in the slightest. It was pretty unabashedly gamist. The DM was there to challenge the players and the players were more interested in "beating" whatever the scenario was than dealing with anything like "Hrm, exactly how does the plumbing in this mega dungeon work anyway" <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>But, I'd point out that my HP idea is pretty apropos. No edition of D&D can EVER answer the question, what does 10 HP of damage look like. You can't. I can't. Not really. We ignore that and make stuff up, but, at the end of the day, any narration we create is entirely divorced from the mechanics. The whole AC/HP system is far too abstract to actually generate any answers.</p><p></p><p>I mean, for something to be a simulation, it actually has to simulate <em>something</em>. If I play a flight simulator video game, there is a very direct correlation between my actions and what happens in the simulation and we can easily identify the exact point in time when I massively screw up, sending that 747 into a flat spin only to turn into a large fireworks display somewhere in the vicinity of Dallas. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /></p><p></p><p>The same is very much not true in D&D.</p></blockquote><p></p>
[QUOTE="Hussar, post: 7768964, member: 22779"] Heh, no worries. Didn't see the before the edit stuff. I've got a pretty thick skin anyway. :D But, I do disagree. RPG's don't necessarily simulate a game world at all. They don't have to. Some RPG's deal with primarily conflict resolution and leave most of the world simulation to the imagination of the players. AD&D wasn't simulationist in the slightest. It was pretty unabashedly gamist. The DM was there to challenge the players and the players were more interested in "beating" whatever the scenario was than dealing with anything like "Hrm, exactly how does the plumbing in this mega dungeon work anyway" :D But, I'd point out that my HP idea is pretty apropos. No edition of D&D can EVER answer the question, what does 10 HP of damage look like. You can't. I can't. Not really. We ignore that and make stuff up, but, at the end of the day, any narration we create is entirely divorced from the mechanics. The whole AC/HP system is far too abstract to actually generate any answers. I mean, for something to be a simulation, it actually has to simulate [I]something[/I]. If I play a flight simulator video game, there is a very direct correlation between my actions and what happens in the simulation and we can easily identify the exact point in time when I massively screw up, sending that 747 into a flat spin only to turn into a large fireworks display somewhere in the vicinity of Dallas. :D The same is very much not true in D&D. [/QUOTE]
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