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General Tabletop Discussion
*TTRPGs General
Worlds of Design: How "Precise" Should RPG Rules Be?
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<blockquote data-quote="Alexander Kalinowski" data-source="post: 7770021" data-attributes="member: 6931283"><p>Proper periodization is always a contentious task for historians. The Middle Ages, for example, are only roughly defined - still it's good to have that rough definition for conversation about the subject.</p><p></p><p>In the case of RPGs, I think it's good to understand how the simple early games blossomed in the 80s and 90s into ever more complex and supposedly realistic, more simulationst games. And that around the year 2000 a trend towards lighter, more experimental and more narrative-focussed games began. You can of course group the games before that together under the label "trad games" and you wouldn't be wrong in doing so. But if you do that, you should be aware that a very gamist game like, say, 4E (later date I know) probably won't make a simulationism fan all giddy in excitement, whereas a more simulationist game like Hârnmaster probably won't excite many people who are die-hard 4E fans. People that love both most certainly do exist but they're somewhat different games still. There's a divide. (I know because I am one of those genre simulationist who don't mind the occasional round of D&D and the like at all but very much prefer different types of trad games.)</p><p></p><p>So, I do agree with you about a lot of things but still feel the need to point this distinction out.</p></blockquote><p></p>
[QUOTE="Alexander Kalinowski, post: 7770021, member: 6931283"] Proper periodization is always a contentious task for historians. The Middle Ages, for example, are only roughly defined - still it's good to have that rough definition for conversation about the subject. In the case of RPGs, I think it's good to understand how the simple early games blossomed in the 80s and 90s into ever more complex and supposedly realistic, more simulationst games. And that around the year 2000 a trend towards lighter, more experimental and more narrative-focussed games began. You can of course group the games before that together under the label "trad games" and you wouldn't be wrong in doing so. But if you do that, you should be aware that a very gamist game like, say, 4E (later date I know) probably won't make a simulationism fan all giddy in excitement, whereas a more simulationist game like Hârnmaster probably won't excite many people who are die-hard 4E fans. People that love both most certainly do exist but they're somewhat different games still. There's a divide. (I know because I am one of those genre simulationist who don't mind the occasional round of D&D and the like at all but very much prefer different types of trad games.) So, I do agree with you about a lot of things but still feel the need to point this distinction out. [/QUOTE]
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