Re: [TML] A quote I read about running MegaTraveller which I agree with Kelly St. Clair 12 Oct 2020 23:06 UTC
Depending on what kind of game, I tend to have very different desires and expectations. When it's a board game or card game, I like things simple and clear. Rules that boil down to fiat ("because that's what the book says") are fine. Games like this don't tend to model reality in any but the most abstract sense, and some - like UNO or poker - are purely math and skill, aside from the physical tokens used. For RPGs, however, I prefer a mix of narrativist and simulationist. The gamist consideration of "a fair challenge for the players" is nice, but I'm more concerned with presenting a consistent simulation of a reality in which reasonable choices, strategies, etc can be made based on the known facts and how things work - sometimes including intangibles, like genre conventions - and, ideally, produce entertaining stories whether the result is success, failure, or a mix of the two. (It doesn't even have to be /our/ reality - consider comic books where radiation gives you super powers, or most SF where FTL travel exists in some form - as long as it's internally consistent.) In the first sort of game, I'm not going to blink if someone tells me I can't move when it's not my turn, or a space on the board (or a border between spaces) is impassible. In the second, if you show me a map with a line that represents a fence or ditch that only comes up to my character's waist and insist that it is a hard boundary, I'm going to have questions, and will probably not be satisfied with "because I/the rules say so." -- --------------- Kelly St. Clair xxxxxx@efn.org