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Worlds of Design: When Technology Changes the Game
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<blockquote data-quote="dragoner" data-source="post: 8082683" data-attributes="member: 6943731"><p>I don't believe so, as it is the choices made by the designer, the armor for spacecraft choice cascades through a lot of sections of the rules, which it would be more simple just to leave out. Then the players would not have to deal with it at all. Orbital mechanics are a bit more complicated, except they could be abstracted in the way a lot of real life physics are abstracted in RPG's. This digs into the philosophy or more or less crunch in the rules, I prefer less myself, just more real world physics in the underlying representation.</p></blockquote><p></p>
[QUOTE="dragoner, post: 8082683, member: 6943731"] I don't believe so, as it is the choices made by the designer, the armor for spacecraft choice cascades through a lot of sections of the rules, which it would be more simple just to leave out. Then the players would not have to deal with it at all. Orbital mechanics are a bit more complicated, except they could be abstracted in the way a lot of real life physics are abstracted in RPG's. This digs into the philosophy or more or less crunch in the rules, I prefer less myself, just more real world physics in the underlying representation. [/QUOTE]
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