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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: 7769161" data-attributes="member: 55149"><p>I didn't say it would be detailed simulation <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" /> Rolling dice gives a more finely grained set of possible results. It's allows more detailed results, especially if you roll through multiple steps. Still, if you have a 50% chance of hitting something, where is the difference? I tend to find "simulation" to be meaningless, because the definition is uncertain and there is no commonly accepted definition (that I know of).</p><p></p><p> </p><p></p><p></p><p>Your definition of "simulation" (and it seems like a good one) is about the level of detail and stitching it all together to make sense (if I'm reading you right). That's fine. For me, that's just moving the slider towards more detail and less abstraction.</p><p></p><p></p><p></p><p>Adventure. That is the point of the game. Anything more does take a lot of DM work, I agree. I've done major surgery on things like economics and so on. What I think D&D does "simulate" (even if I'm not using it the same way as you) well is a world that is only superficially like the real world. That's how my world is; it looks the same but it's very different under the hood, so to speak. Science, biology, chemistry, physics etc. do not exist. Everything is based on magic, the five elements (the four standard; the fifth being Spirit) and positive and negative energy. I find it works quite well and eliminates a lot of problems, as well as explaining those odd differences between the real world and the D&D world.</p><p></p><p></p><p></p><p>It's been done. The Thieves World boxed set (by Chaosium in 1981), which presented the Robert Aspirin book setting, included stats for several game systems including Traveller. Iirc Marc Miller did the work on it. "Magic" was a skill in it <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> Elements of Traveller were used as part of a fantasy rpg setting for a fictionalized Roman Empire / Byzatine Empire as well. The trade system, encounters etc. fit pretty well. It was released for free by the author and done in pdf. I have it saved on my PC. It looked exactly like a Traveller LBB from classic Traveller. I did a hex generation system (similar to Travellers World / System generation) where you rolled for each hex on a map. Population, government, law level, trade routes, all done a la Traveller. I used it to generate areas on my world back in the day. I haven't thought about it in ages (I did it in 1977 iirc). It was all fun. The original D&D game could create a world (roughly of course) by running through the encounter tables and letting it generate the inhabitants based on the % chance for lairs and then rolling the numbers. Primitive, but the game was.</p></blockquote><p></p>
[QUOTE="R_Chance, post: 7769161, member: 55149"] I didn't say it would be detailed simulation :D Rolling dice gives a more finely grained set of possible results. It's allows more detailed results, especially if you roll through multiple steps. Still, if you have a 50% chance of hitting something, where is the difference? I tend to find "simulation" to be meaningless, because the definition is uncertain and there is no commonly accepted definition (that I know of). Your definition of "simulation" (and it seems like a good one) is about the level of detail and stitching it all together to make sense (if I'm reading you right). That's fine. For me, that's just moving the slider towards more detail and less abstraction. Adventure. That is the point of the game. Anything more does take a lot of DM work, I agree. I've done major surgery on things like economics and so on. What I think D&D does "simulate" (even if I'm not using it the same way as you) well is a world that is only superficially like the real world. That's how my world is; it looks the same but it's very different under the hood, so to speak. Science, biology, chemistry, physics etc. do not exist. Everything is based on magic, the five elements (the four standard; the fifth being Spirit) and positive and negative energy. I find it works quite well and eliminates a lot of problems, as well as explaining those odd differences between the real world and the D&D world. It's been done. The Thieves World boxed set (by Chaosium in 1981), which presented the Robert Aspirin book setting, included stats for several game systems including Traveller. Iirc Marc Miller did the work on it. "Magic" was a skill in it :) Elements of Traveller were used as part of a fantasy rpg setting for a fictionalized Roman Empire / Byzatine Empire as well. The trade system, encounters etc. fit pretty well. It was released for free by the author and done in pdf. I have it saved on my PC. It looked exactly like a Traveller LBB from classic Traveller. I did a hex generation system (similar to Travellers World / System generation) where you rolled for each hex on a map. Population, government, law level, trade routes, all done a la Traveller. I used it to generate areas on my world back in the day. I haven't thought about it in ages (I did it in 1977 iirc). It was all fun. The original D&D game could create a world (roughly of course) by running through the encounter tables and letting it generate the inhabitants based on the % chance for lairs and then rolling the numbers. Primitive, but the game was. [/QUOTE]
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