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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="R_Chance" data-source="post: 7769063" data-attributes="member: 55149"><p>I agree, there is a lack of generally accepted definitions. I would argue that just about any system simulates a world / setting. The mechanic for combat could be flipping a coin or it could be an insanely detailed set of combat mechanics. Either "simulates" the results of combat. The question is where on the sliding scale / spectrum from "mostly abstract" to "close simulation" it sits. Some systems are more (or even mostly) abstract while others are on the other side with detailed mechanics. And many games treat different aspects of the game world with different levels of abstraction vs. detail. In short, we don't have definitions in common. I suspect we would mostly agree if we did.</p><p></p><p></p><p></p><p>Played them all <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> And others like them. I'd say the early wave of detailed simulation would be Runequest. It's combat system was designed by SCA combat reenactors and it appealed to me on that basis.</p><p></p><p></p><p></p><p></p><p>And by your definition I'd agree. I'm just not sure I accept that definition <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p></p><p>My heavy RPG playing time ran from the mid 1970s, with D&D, EPT, Traveller, and Runequest being the staples, to the early 1990s when I finished my last stint in graduate school. I never worried too much about academic analysis. That was too much like grad school <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> I've continued to play and tried numerous systems at different times. I tend to revert to D&D, Traveller, and Runequest. And a home brewed EPT occasionally. Which is kind of scary now that I think about it <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> There is a level of detail in these systems that lets me "simulate" (in that loose definition) my game worlds without taking massive amounts of time I rarely have (except in the summer). </p><p></p><p>And now, I'm staring at a pile of history papers... grading. Academic analysis is starting to sound good <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>*edit* Spelling... yep I'm in grading mode...</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7769063, member: 55149"] I agree, there is a lack of generally accepted definitions. I would argue that just about any system simulates a world / setting. The mechanic for combat could be flipping a coin or it could be an insanely detailed set of combat mechanics. Either "simulates" the results of combat. The question is where on the sliding scale / spectrum from "mostly abstract" to "close simulation" it sits. Some systems are more (or even mostly) abstract while others are on the other side with detailed mechanics. And many games treat different aspects of the game world with different levels of abstraction vs. detail. In short, we don't have definitions in common. I suspect we would mostly agree if we did. Played them all :) And others like them. I'd say the early wave of detailed simulation would be Runequest. It's combat system was designed by SCA combat reenactors and it appealed to me on that basis. And by your definition I'd agree. I'm just not sure I accept that definition :) My heavy RPG playing time ran from the mid 1970s, with D&D, EPT, Traveller, and Runequest being the staples, to the early 1990s when I finished my last stint in graduate school. I never worried too much about academic analysis. That was too much like grad school :) I've continued to play and tried numerous systems at different times. I tend to revert to D&D, Traveller, and Runequest. And a home brewed EPT occasionally. Which is kind of scary now that I think about it :) There is a level of detail in these systems that lets me "simulate" (in that loose definition) my game worlds without taking massive amounts of time I rarely have (except in the summer). And now, I'm staring at a pile of history papers... grading. Academic analysis is starting to sound good :) *edit* Spelling... yep I'm in grading mode... [/QUOTE]
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