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General Tabletop Discussion
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Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Jhaelen" data-source="post: 7769787" data-attributes="member: 46713"><p>That's what I was reminded of, too.</p><p></p><p>A more precise(!) portrayal of the Star Wars/Genesys dice pool should probably mention that the result of a roll has both precise and narrative results. Different dice are used to represent a character's skill, an opponent's skill, environmental effects, and in the case of Star Wars 'The Force'. The basic outcome (failure/success) is determined by counting one set of symbols and is indeed precise. Only the other set of symbols isn't clearly defined and can interpreted in different ways to represent complications or a lucky coincidence.</p><p></p><p>Ah, no. In fact, imprecise rules would quickly kill any interest in me to continue playing. I also can only imagine co-op games to work at all without clearly defined rules. E.g. I have recently played the board game implementation of "This War of Mine". It doesn't come with a rule book, per se. There's a story book that you keep reading paragraphs from to add some flavor to encounters. And there's a Diary/Journal that presents the game's different phases and gives examples what you can do. For some crazy reason you can 'unlock' additional rules by reading certain paragraphs in the story book. The game is also annoyingly random, using plenty of card decks and dice rolls to determine what happens next. Personally, I hated every minute of it. But at least some of the players seemed to enjoy it.</p><p>I'm not quite sure what you're talking about. Generally, videogames are scripted. Even if there's some randomness involved in the order and composition of sections of the game, it's still impossible that anything happens that hasn't been programmed.</p><p></p><p>But perhaps you are referring to procedurally generated (rogue-like) games? I've heard stories about games like 'Dwarf Fortress' which contain so many random elements that players can end up with truly weird combinations that the developers didn't really think of. This can indeed be quite fascinating, but it's also often frustrating because the openness of these games also means that plenty of the 'worlds' that are generated are largely unplayable.</p></blockquote><p></p>
[QUOTE="Jhaelen, post: 7769787, member: 46713"] That's what I was reminded of, too. A more precise(!) portrayal of the Star Wars/Genesys dice pool should probably mention that the result of a roll has both precise and narrative results. Different dice are used to represent a character's skill, an opponent's skill, environmental effects, and in the case of Star Wars 'The Force'. The basic outcome (failure/success) is determined by counting one set of symbols and is indeed precise. Only the other set of symbols isn't clearly defined and can interpreted in different ways to represent complications or a lucky coincidence. Ah, no. In fact, imprecise rules would quickly kill any interest in me to continue playing. I also can only imagine co-op games to work at all without clearly defined rules. E.g. I have recently played the board game implementation of "This War of Mine". It doesn't come with a rule book, per se. There's a story book that you keep reading paragraphs from to add some flavor to encounters. And there's a Diary/Journal that presents the game's different phases and gives examples what you can do. For some crazy reason you can 'unlock' additional rules by reading certain paragraphs in the story book. The game is also annoyingly random, using plenty of card decks and dice rolls to determine what happens next. Personally, I hated every minute of it. But at least some of the players seemed to enjoy it. I'm not quite sure what you're talking about. Generally, videogames are scripted. Even if there's some randomness involved in the order and composition of sections of the game, it's still impossible that anything happens that hasn't been programmed. But perhaps you are referring to procedurally generated (rogue-like) games? I've heard stories about games like 'Dwarf Fortress' which contain so many random elements that players can end up with truly weird combinations that the developers didn't really think of. This can indeed be quite fascinating, but it's also often frustrating because the openness of these games also means that plenty of the 'worlds' that are generated are largely unplayable. [/QUOTE]
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