Topic: realism in RPG's
Started by: Drifter Bob
Started on: 9/30/2003
Board: RPG Theory
On 9/30/2003 at 12:04am, Drifter Bob wrote:
realism in RPG's
I recently wrote the first half of a two part article about realism in Role Playing Games for Swords Edge Magazine. I'd be interested in any reactions or response people might have to my article and to this issue in general, which I think is key to RPG design.
The article is at:
http://www.swordsedge.net/Issue15/ArticleMechanicsOfMelee.html
Jeanry Chandler
On 9/30/2003 at 12:48am, Ben Lehman wrote:
Re: realism in RPG's
Drifter Bob wrote: I recently wrote the first half of a two part article about realism in Role Playing Games for Swords Edge Magazine. I'd be interested in any reactions or response people might have to my article and to this issue in general, which I think is key to RPG design.
BL> At this point, this is largely a grousing session about how people aren't hardcore enough about melee realism in RPGs. Whilst grousing sessions can be fine, they aren't really that useful except in
1) Getting your aggression out so you can concentrate and write.
2) Entertaining yourself and those who already agree with you.
To develope this into a functional manifesto, which will get you or others moving on design, you might want to consider the following things:
1) What, specifically, constitutes melee combat realism in RPGs?
2) What things might be regarded as melee combat realism but aren't (you touch on this briefly, but not enough.)
3) What sorts of things have been done, can be done better, ought to be done, or remain as unsolved problems? (off the top of my head: missile/melee interaction and wounding rules need a lot of work in any game.)
4) Why, in particular, melee combat realism is important to you?
I'm sure there are others, but that's off the top of my head.
yrs--
--Ben
P.S. Disclaimer: As I don't particular care for hardcore melee combat realism (love RoS, though, for its tactics and narrative devices), I probably won't contribute further to the discussion, just because I don't have a lot to add.
On 9/30/2003 at 1:26am, mjk wrote:
RE: realism in RPG's
I didn't spot any errors in info or logic. Works for me.
On 9/30/2003 at 1:27am, Drifter Bob wrote:
Realism in RPG's
Actually, the point of the piece was primarily to do partially what you suggested. The purpose of the article was to list the ways in which Role Playing Games are specifically unrealistic, and if not so much specifcially how to fix then, to at least point out what the differences are between combat in role playing games and combat in history or in realistic historical simulations, such as what is practiced by modern Medieval fencing schools. Theoretically, RPG designers could use this as a basis to form their own ideas. I think the problem needs to be clearly defined before the solution is explored, specifically, what real pre-firearms combat was like, which surprisngly few of the thousands of people with a seemingly fanatical interest in the subject have a the vaguest clue about.
I tried to point out, for example, how kit (i.e. weapons and armor) is innacurately portrayed, something very easy for a game designer to fix with a little effort, such as by perusing real historical and archeological sources rather than the last generation of RPG equipment lists. I also pointed out the differences in attack types versus different types of armor, and perhaps most importantly, the absolutely effects of reach in melee combat, something almost always ignored by RPG games.
If I failed in this attempt, I'll try to be more clear in the second half of the article. Dont forget, what you read (or skimmed) was just part one of two.
As for grousing, I tried to get through the description of the status quo or rpg design and the reasons why they are so unrealistic really as quickly as I could, because my purpose was not to argue about the need for realism. I did point out that I think that more realistic games can be more fun if properly executed, but I don't have a problem with intentionally unrealistic games. I simply expressed the opinion that games which are assumed by many people to be ostensibly realistic, are actually pure fantasy. Arguing for realism against "pure" fantasy is another subject, I could discuss it but other people have already 'gone there' I think quite effectively. There is little point in that debate in the long run, since many people who don't like realism for their own reasons won't be swayed no matter what they read, it's a lot like a religion for many gamers, particularly those who are canonical about "official" rules.
Personally I just feel that the rpg industry could use a new innoculation of realism for that wing of it which appreciates some grounding in reality if only for certain aspects of physics, as it recieved near it's inception from the work of Gary Gygax and others with the 1E DMG and some of the stuff in Unearthed Arcana and etc. Whatever aspects of that realism which make for better game play will no doubt eventually filter into the rest of the RPG community to whatever extent is merited.
In other words, my main purpose is to provide a service to those already interested in more relaism. I think there are a lot of people in my generation particularly, who have played rpgs when they were teenagers and would like to see something more adult. Similarly, I think there are some younger people who have some experience of the real world, of what fighting is really like, who would also like to see that aspects of rpg's they play be a bit more immersive and believable.
To the extent that I'm actually advocating anything, I'm not so much advocating the domination of realism over pure vaguery or comic book science, I'm just advocating a re-injection of some back into the genre, to maybe push the pendulum back a little, because it's really pretty bereft right now.
JR
On 9/30/2003 at 2:09am, deadpanbob wrote:
RE: realism in RPG's
Drifter Bob:
Just wanted to say that in the context of your last post (i.e. you're speaking to the choir of those who favor more realism), your article looks pretty good. I don't see any glaring logic holes.
I will take issue, however with your contention that more realism = adult. There are some pretty intense games that deal with adult themes built 'round these parts that aren't anything at all like realistic - but are, in my opinion, a heckuva lot more adult than a game about elves and dwarves that happens to use a more historically accurate basis for melee combat...
All I'm saying is: sometimes it helps to check your personal bias at the door and be really clear in your language usage. I'm sure, for instance, you were saying that to you more realistic = more adult, and didn't mean to suggest for all of us in the hobby that more realistic = more adult.
Cheers,
Jason
On 9/30/2003 at 4:12am, Drifter Bob wrote:
realism and sensitivity
This is not the aspect of the article I was interested in discussing, but I feel like I need to explain myself here.
I will take issue, however with your contention that more realism = adult. There are some pretty intense games that deal with adult themes built 'round these parts that aren't anything at all like realistic - but are, in my opinion, a heckuva lot more adult than a game about elves and dwarves that happens to use a more historically accurate basis for melee combat...
I did not contend that. That wasn't even the purpose of the article, which I must not have written clearly enough. I think maybe my tone is just too naturally sarcastic. I tried to address this issue when I wrote:
I should add that I am not opposed to games which are silly because they are meant to be silly. There are always going to be RPG’s where orthodox realism is neither appropriate nor necessary. Sub-genre games such as Call of Cthulhu and The Dying Earth, and cinematic oriented games such as Feng Shui for example all have combat systems modeled after the their own unique settings. Comedic and super hero games can do away with realism altogether.
For the record, I like games which are in this intentionally unrealistic category just fine. I remember one a long time ago called "Paranoia". My only real beef, if I expressed one in the article, is with games which seem to be intended to be at least somewhat realistic, but simply are not in the least.
All I'm saying is: sometimes it helps to check your personal bias at the door and be really clear in your language usage. I'm sure, for instance, you were saying that to you more realistic = more adult, and didn't mean to suggest for all of us in the hobby that more realistic = more adult.
Again, I do NOT feel that more realistic = more adult. I think Adults have as much fun with Lewis Caroll or Monty Python as they do with Herodotus or Daschell Hammet. What I think Adults don't like is middle of the road mediocre. Lets use cartoons as an example (I know I'm going to get more angry reactions for this but what the hell). I LOVE buggs bunny, and I loved Johnny Quest. I HATE modern pokemon cartoons, most Hanna Barbara fare (other than Johnny Quest), and frankly most cartoons out there. I like Sponge Bob, but hated "He Man- Masters of the Universe"
I guess the theme here is internal consistency. It doesn't have to be realistic like a Kirosawa movie, OR unrealistic like the 1980's film Excalibur, but it should BE whatever it is and do it well. I liked both of those flicks. It can even be somwehre in between, like say the original Highlander, which was kind of vaguely realistic but also really fake in a lot of ways, but had it's own internal logic which it was fairly consistent in.
I guess the point I'm making, is that there the most common, most popular game systems out there are really an inconsisent, illogical, unfunny, non-immersive mish mash of mediocrity, which is ok for kids the same way Gilligans Island was, but pretty tedious for adults.
I also poined out
There are several war-games for example which are very realistic while simultaneously remaining quite abstracted.
Meaning that even when inserting realism, one can do it in a way which is still abstract.
As for games with elves and dwarves, I meant this to apply to those middle of the road games yes. But this is antoher anlogy with popular entertainment which I could make. In my opinion, though Tolkein had his faults as a writer, he is the ONLY modern writer who ever used elves and dwarves in a way which was effective and didn't come across really corny and sophomoric (I am ducking as I write this, I know there are millions of "swords of shanarra" fans out there!) it relates to another point I was trying to make which was the value of going back to the primary sources.
Tolkein had great internal consistency, he was a gifted and profoundly knowledgeable linguist and created a richly nuanced background which was firmly rooted in real (primary source) history, mythology and literature. His imitators were derivative not of primary sources and real knowlegde of real things, but were derivative of earlier derivatives. They pale in comparison.
Other masters of fantasy (just as case in point) like Fritz Liber, Michael Moorcock, and Jack Vance for example, were similarly well versed and well grounded in actual real history.
Anyway, I think I just fanned more flames than I put out, so I'll quit before I go any deeper.
jR
On 9/30/2003 at 4:33am, JimmyB wrote:
RE: realism in RPG's
Realism has a few drawbacks, the massive character turnover being one of them. Lets say that we have our heavily armoured knight in full, traditional plate mail with his mace (swords were usually reserved for cutting through peasants, maces being much more effective against those in armour). He swings at a peasant waving a pitchfork. Squelch.
Another peasant comes up behind him, since he'll probably be pretty much surrounded if he's off his horse. Takes a knife. Slips knife into the gap in the armour behind the neck, at the base of the spine, behind a knee, under the groin of the armour. Your knight is now effectively dead, there's very little he can do to save himself.
The big problem is that in real life, combat is and was absolutely lethal. You would generally either escape with little more than surfact cuts, or you would be dead or maimed. On top of that, a good archer suddenly becomes close to indestructible. An archer with a longbow can punch an arrow through plate mail quite happily, even at a fair range. An arrow punching into or through your body is going to make you stop, if not just kill you on the spot. So everyone becomes an archer.
Simply, real life does not suit heroic situations. Yes, realism would be nice, in a way, but unless you want to spend half the night rolling up characters it has to be limited.
On 9/30/2003 at 5:57am, Trevis Martin wrote:
RE: realism in RPG's
Hey there drifter.
The points of your aritcle are well taken as they apply to a particular set of pirorities in a game. You have essentially stated in the article (as I understand it) that you are interested in haveing combat and other systems emulate real life by taking into account a myriad of complex factors including weapon type, tactics, kit, etc. And that those things be consistantly accounted for throughout the game.
All I can say to that is "how intersting, old chap," and "do you have The Riddle of Steel?"
What is unfortunate about your article is that, conciously or unconciously, it presents a system that emulates gritty combat and the particulars of that as somehow superior to systems that prioritize other issues. In many games that I, and others, play, we might prefer to make one roll for overall success of the entire fight, based soley on a 'fight' stat (such as in Trollbabe for example) and then describe it as we will. Such systems, I contend, are not less worthy by any measure than those that your article advocates. They may simply prioritize another aspect of play.
Reading your other post, I see that you acknowledge other games whose prioriteis are different and you instead put forth that what bothers you is games that mean to emulate combat in a complex and gritty fashion, but then do a poor job of doing so. Is there a particular game you a criticizing here? I'm not sure that a blanket accusation of this type is understandable. Your article gives the definite impression that I detail in my last paragraph.
For your consideration.
regards,
Trevis.
On 9/30/2003 at 6:23am, Drifter Bob wrote:
Realism in rpg's: cliche and misaprehension
This post is a pretty typical example of the kind of cliche's which have been disseminated throughout society about medieval combat. It also misses my point about realism in rpgs. I'm going to answer it twice though, first to address the issues regarding RPG's and balance.
Realism has a few drawbacks, the massive character turnover being one of them. Lets say that we have our heavily armoured knight in full, traditional plate mail with his mace (swords were usually reserved for cutting through peasants, maces being much more effective against those in armour). He swings at a peasant waving a pitchfork. Squelch.
First of all, I was not demanding that all RPG's be 100% 'photorealistic', if you will, simply that some people would prefer that to whatever extent a game is meant to have some basis in reality, that it be done with some accuracy.
Moving toward a bit more realism is a far cry from making everyone die of bubonic plague all day long.
What you are actually talking about is game balance, which is really a seperate issue.
Incorporating some realism into an RPG game does not necessarily have a negative effect on balance issues like player survivability AT ALL. For example, incorporating the defensive value of a weapon into someones defense, just as most RPG's allocate a defensive value to a shield, hardly makes anybody more likely to be killed. To the contrary. It means that the unarmored wizard who is armed with a staff can fend off sword strokes somewhat, instead of being utterly helpless. That is both more realisitc and probably more fun for the wizard character.
Similarly, making some allowance for reach hardly causes players to die every 5 seconds. Again, in the staff-armed wizard example, it helps him fend off the cut-purses who menace him with knives, just as it would in real life. Even making rules where one type of weapon works better against a specific type of armor doesn't have to make things more or less lethal, it just gives you a few more tactical decisions you can balance.
Nobody is hurt by any of this, and it doesn't necessarily mean you have to create 100 new tables or roll 50 dice either!
As for those rules which might mean a higher lethality, such as say doing more realistic injuries lowering the maximum number of hit points in D&D, can be offset by other things. I think there are ways to balance this, but I'm going to address that in part 2 of the essay. It's funny how these injury rules are the way 90% of realism attempts in the past have been made, but realistic injuries are only one way.
I say if the current game balance is very important to you, and you feel that in your game players must never or very rarely get killed, then improve realism (if you want to) where it does not effect balance first, and then if you still want to make things more realistic, deal with the second carefully. If you try you might find that it is not impossible
JR
On 9/30/2003 at 6:36am, JimmyB wrote:
RE: realism in RPG's
This post is a pretty typical example of the kind of cliche's which have been disseminated throughout society about medieval combat. It also misses my point about realism in rpgs. I'm going to answer it twice though, first to address the issues regarding RPG's and balance.
I should probably clarify. I've spent three years on and off training with various European fighting styles. Whether or not the cliche's are circulated, I know how easy it is to overcome a quarterstaff with a knife, or a sword with a staff. In the end you get a scissors-paper-stone scenario going.
First of all, I was not demanding that all RPG's be 100% 'photorealistic', if you will, simply that some people would prefer that to whatever extent a game is meant to have some basis in reality, that it be done with some accuracy.
The problem is deciding where you draw the line between realism and play-balance issues.
Similarly, making some allowance for reach hardly causes players to die every 5 seconds. Again, in the staff-armed wizard example, it helps him fend off the cut-purses who menace him with knives, just as it would in real life.
Actually knives can usually beat a staff without too much difficulty. Swords generally have more trouble.
I say if the current game balance is very important to you, and you feel that in your game players must never or very rarely get killed, then improve realism (if you want to) where it does not effect balance first, and then if you still want to make things more realistic, deal with the second carefully. If you try you might find that it is not impossible
Actually I've got no problem with players being killed if they go into combat. The main system that I run has incredibly lethal combat, which encourages the characters to avoid it, just as they would in life. However realism will always affect play balance, since real life is simply more dangerous than most game systems.
On 9/30/2003 at 7:05am, Drifter Bob wrote:
Rpg realism and cliche's
I also want to address some of the cliche's and common mistakes cited in this post. Here are a few fact / reality checks:
Another peasant comes up behind him, since he'll probably be pretty much surrounded if he's off his horse. Takes a knife. Slips knife into the gap in the armour behind the neck, at the base of the spine, behind a knee, under the groin of the armour. Your knight is now effectively dead, there's very little he can do to save himself.
Ok first of all, when we are talking about the medieval era, say the 5th century to the 16th, only the very end of that period saw the use of plate armor. If you are talking about an armored knight, from the fall of Rome (or gradual collapse) in the 5th century until midway through the 14th, you were basically talking about a coat (hauberk) or shirt (byrnie) of mail. Not this image of the lumbering knight you seem to be conjuring from a monty python skit, or Excalibur or some other Hollywood source.
Second, in the period where you did see really articulated suits of plate armor, mainly in the late 14th and 15th century, they weren't nearly as clumsy again as your image seems to imply.
Armor wasn't restricted to knights either as one might guess from popular mythology. The most complete excavated medieval battlefield known to Archeology, at Wisby (or Visby) in Sweeden, was the site of 3 skirmishes between a band of Sweedish peasants and a group of Danish knights in the mid 14th century (I think 1361). The battles were fought during the summer, and unusually, the bodies were not stripped, presumably because they rotted to quickly, they were herded into a mass-grave.
Almost all of the bodies had armor on them, mostly mail, padded cloth, and brigantine (a type of armor incidentially left out of most rpgs).
Very interesting forensics from that battle as well, by the way... one guy had both legs cut off from one stroke.
Next, contrary to popular opinion, maces were not all that widely used in Western Europe, they were more popular in Eastern Europe and Russia, and saw some use in Italy. Though lances (especially), maces, axes, flails, poll-axes, poll-hammers, and numerous other weapons were used, Swords were in fact the most consistently used weapons of knights throughout the medieval and Renaissance period. Swords evolved into ever more sophisticated designs to deal with armor, the shape of blades changed and improved, as did the metalurgy. In fact the eventual primacy of the thrusting sword (rapiers, schiavonas, cut-and-thrust swords, smallswords etc.) had a lot to do with weapons. Technique was very important as well. And as heavy armor began to decline with the rise of firearms, older types of slashing swords re-appeared.
The big problem is that in real life, combat is and was absolutely lethal. You would generally either escape with little more than surfact cuts, or you would be dead or maimed.
Yes and no. Combat with sharp, pointy, and heavy weapons was and is lethal. Yet, few people know for example, that broad-sword duels were typically fought to the first blood and rarely ended in serious injury to either party. Many battles were fought in medieval times in which casualtes were very low (casualties in the hundreds with numbers of combattants in the several thousands were not uncommon).
The key reason was ARMOR. Armor could be defeated even with a sword, but it was very difficult. Armor, even the lowly Gambeson (the quilted -padded coat which was worn under mail, and as solo armor by many poorer combattants) is much more effective than we are led to believe by Hollywood. This is going to be the subject of another article I'm going to do, but to put it simply, Armor works. In Hollywood, armor is mostly worn by bad guys and it doesn't work. Here's a clue: even though it wasn't nearly as bulky as they make it out to be in film (and most rpg's) it is hot and heavy and expensive, and hard to maintain, and they wouldn't wear that crap if there wasn't a damn good reason. Which brings me to my next point.
On top of that, a good archer suddenly becomes close to indestructible. An archer with a longbow can punch an arrow through plate mail quite happily, even at a fair range. An arrow punching into or through your body is going to make you stop, if not just kill you on the spot. So everyone becomes an archer.
This is another silly cliche. The English write most English-Language military history, since they are so much better educated than we yanks, and they love to go on and on about 'their' fantastic Longbow archers, (who were actually mostly Welsh) which makes them feel better about losing their own knights, but as with the Samurai and the Ninja, the prowess of the Long bow archer, as good as they were, was seriously exxagerated.
In the battles where Enlgish Archers were most famously (or infamously, depending on which side of the channel you hail from) effective, Crecy and Poitiers in the 14th century, and Agincourt in the 15th, the Archers were employed as part of a sophisticated and integrated combat team, and their victory had to do with taking advantage of the arrogant disregard for tactics of the French knights as much as their own considerable abilities.
Here is one technical fact about Longbows. Unlike legolas the elf, in real life an English longbowman could no more hit a man sized target 300 yards away than Jessie James could shoot a gnat out of the air. As with most self bows, the effective direct range of an English Longbow was probably about 50 yeards. English longbows could fire considerably further however, albiet without much accuracy, and therefore the archers in questions trained to fire volleys into large circular or square sheets, i.e. area targets. They were used more like mortars or artillery than as direct weapons. (Incidentally, Bows were used in this manner going back to ancient Greek times)
Furthermore, even those longbows did not actually pierce the armor of the French knights all that well. Nor incidentally did the differently constructed but equally effective short composite bows of the mongols. They actually shot their horses out from under them. At Agincourt, in a typical situation, the French knigths foolishly continued to attempt to continue forward toward the English on foot, crossing a stream and a field of mud uphill on the way, before reaching the English line which was still defended against them by a pallisade of stakes and a heavy contingent of bill-wielding infantry and dismounted English knights.
On even partly open terrain, facing even a proportionally small number of knights without the protection of infantry, terrain, and light fortification, longbowmen would be in big trouble. They might bring down a few horses, maybe even a knight or two, but they wouldn't be able to stop a charge and they would be decimated. This actually happened to English (welsh) longbowmen acting as mercenaries for Charles the Bold in another 14th century battle.
And no, a longbow arrow didn't slice through plate armor like a knife through butter. In some cases it could penetrate some armor and helmets at short range, but armor was made stronger and stronger as the threat of missile weapons became more prevalent. By the 16th Centrury it was common to shoot a breast plate (cuirass) with a musket to test it, and mark the dent. This where the term "bullet proof" comes from.
incidentally English historians will howl in indignation at this, but the actual end of the European knight came at the hands of Swiss infantry armed with pikes, crossbows and Halberds (later muskets and small cannon too)
Simply, real life does not suit heroic situations. Yes, realism would be nice, in a way, but unless you want to spend half the night rolling up characters it has to be limited.
Ah, I'm sorry, but you are wrong again. Pick up a history book my friend. Real life is FULL of heroes beside whom the typcial fantasy novel or rpg character is but a pale shadow. Infusing some of this life back into the world of rpg's which I enjoy, is why I'm making all this (alas) unappreciated effort.
DB
On 9/30/2003 at 7:17am, Drifter Bob wrote:
Reach: Daggers and Staffs
Well, we don't agree, but at least this is much more in the vein of what I wanted to discuss
Quote:
This post is a pretty typical example of the kind of cliche's which have been disseminated throughout society about medieval combat. It also misses my point about realism in rpgs. I'm going to answer it twice though, first to address the issues regarding RPG's and balance.
I should probably clarify. I've spent three years on and off training with various European fighting styles. Whether or not the cliche's are circulated, I know how easy it is to overcome a quarterstaff with a knife, or a sword with a staff. In the end you get a scissors-paper-stone scenario going.
I've been doing no-holds barred stick fighting for 20 years, and I have a great deal of experience with street fighting. I guarantee more than 95% of Americans. I understand what you are getting at about a knife versus a staff, but if you really think it's "easy" to overcome a quarterstaff with a knife, then I don't think you have been doing realistic training. Yes, you can rush, close to grapple etc., but against an equally experienced opponent with a staff, it is very likely that you will be struck first, probably more than once. I personally have no trouble fending off a knife-armed opponent with any weapon from say six to three feet.
Whether the impact will cause sufficient injury to incapacitate you before you close, if your opponent allows you to do so, is another matter.
Something to consider for RPG rules, I think it's much easier to close in on someone with a larger wepon if you are in a confined space, than say an open field. That kind of thing is a big issue in RPG's.
Another thing, I'm not sure if you are talking about Asian style half-staffing, or Quarter staffing. A quarter staff is normally used to jab or tap with, form a defensive stance, thrusting hard or striking when the opportunity presents itself (like when the guy with the knife is trying to rush)
My point though wasn't the complex issue of shooting in against a staff when you are unarmed or armed with a knife, but rather whether standing free, as in most rpg's, you could as easily parry with a knife as you could with a staff, or a sword for that matter. Rpg's usually have seperate rules for closing to grapple. My point is that if a shield counts for defense, then weapons should count as well.
In D&D for example, a man standing there with a 12" dagger has just as good of a chance of being hit as an equally trained man with a six foot staff. That is incorrect, and easy to change without disturbing play balance.
JR
On 9/30/2003 at 7:32am, JimmyB wrote:
RE: realism in RPG's
I've been doing no-holds barred stick fighting for 20 years, and I have a great deal of experience with street fighting. I guarantee more than 95% of Americans. I understand what you are getting at about a knife versus a staff, but if you really think it's "easy" to overcome a quarterstaff with a knife, then I don't think you have been doing realistic training. Yes, you can rush, close to grapple etc., but against an equally experienced opponent with a staff, it is very likely that you will be struck first, probably more than once. I personally have no trouble fending off a knife-armed opponent with any weapon from say six to three feet.
I've had several live fights against people with quarterstaffs, myself armed with a foam knife. Admittedly I was helped by padding and a pair of good-quality bracers, but its much easier to ward off the quarterstaff than most people think, and very few people are willing to back away and fight defensively when they believe they've got the advantage. A staff can also be trapped, and doesn't need to be trapped for very long for the knifeman to get in close, at which point its pretty much all over.
Maybe some sort of mechanic where the person with the shorter weapon doesn't actually get to attack until they close, at which point their attacks become much more effective?
Something to consider for RPG rules, I think it's much easier to close in on someone with a larger wepon if you are in a confined space, than say an open field. That kind of thing is a big issue in RPG's.
Definitely, which is one of the things I've never really liked about D&D. "I'm going to swing my six foot staff at you in a narrow, short corridor with my allies standing either side and simultaneously fend you off without clouting any of my mates."
Another thing, I'm not sure if you are talking about Asian style half-staffing, or Quarter staffing. A quarter staff is normally used to jab or tap with, form a defensive stance, thrusting hard or striking when the opportunity presents itself (like when the guy with the knife is trying to rush)
Either, although quarterstaffing is harder to close on. And the gu with the knife shouldn't rush unless the opportunity presents itself, usually he should just move forwards as possible, but not moving his bodyweight too far forwards at any point, since he may need to leap back.
In D&D for example, a man standing there with a 12" dagger has just as good of a chance of being hit as an equally trained man with a six foot staff. That is incorrect, and easy to change without disturbing play balance.
Agreed, although it is highly dependent on the weapon that each is using. If you're going to throw in defensive adjustments for weapons, it might be worth adding in trapping/breaking with weapons.
On 9/30/2003 at 7:52am, Drifter Bob wrote:
RE: realism in RPG's
JimmyB Wrote
I've had several live fights against people with quarterstaffs, myself armed with a foam knife. Admittedly I was helped by padding and a pair of good-quality bracers, but its much easier to ward off the quarterstaff than most people think, and very few people are willing to back away and fight defensively when they believe they've got the advantage. A staff can also be trapped, and doesn't need to be trapped for very long for the knifeman to get in close, at which point its pretty much all over.
I would guess you were facing guys who were less well trained, or who had less natural ability than you. It is easy to rush if you are fast and a mistake is made, but it's alsy easy to strike you at leisure and fend you off. The weakness of the staff as opposed to a pole -arm with some kind of blade is indeed that you can trap or bind it. You can fight with a spear or a pole arm the same way though, and thats much more dangerous.
Maybe some sort of mechanic where the person with the shorter weapon doesn't actually get to attack until they close, at which point their attacks become much more effective?
NOW you are talking! I think you are right on here. I even mention this in the article, though briefly. Yeah, a dagger should be at a great initial disadvantage when the opponents are at range, but at a vast advantage in grapple, say.
Definitely, which is one of the things I've never really liked about D&D. "I'm going to swing my six foot staff at you in a narrow, short corridor with my allies standing either side and simultaneously fend you off without clouting any of my mates."
Again, good point. I think that something could be done fairly easily to address this, and painlessly too. you could simply assign a 'room' value for weapons. Some weapons need room to use. Greatswords, Axes and maces (and quarterstaffs) may not be the best weapons for underground dungeon crawls. Spears are better because you can thrust with them. Short swords, perhaps made less valuable on the open field due to other realism rules, suddenly become useful again in the confines of a cavern or a crypt tunnel.
Either, although quarterstaffing is harder to close on. And the gu with the knife shouldn't rush unless the opportunity presents itself, usually he should just move forwards as possible, but not moving his bodyweight too far forwards at any point, since he may need to leap back.
Yeah, thats why I stick to quarterstaffing UNTIL the other guy actually rushes in. From a quarterstaff position, you can usually poke the hell out of them and / or bash them on the back of the head before they get close enough, especially if you are nimbly stepping aside or back when they rush. If you can transition to half staff when you realise the rush is inevitable, (kind of hard to remember to do in the heat of the moment), you can often get that one good strike from unexpected side and save the day.
Agreed, although it is highly dependent on the weapon that each is using. If you're going to throw in defensive adjustments for weapons, it might be worth adding in trapping/breaking with weapons
Thats another good point, and I agree. You can even simulate this in a real simple game like D&D, by just making it an option to strike the weapon (rather than having some die roll factor it in on each strike) but yeah, you can parry the axe with your small-staff, but he can hack through it, and he definately could. I've seen halfway decent replica swords chop right though two-by-fours with no problem.
These are the kind of issues I think which are fun to explore, and enlightening to the players as well as designers of RPG's. Certainly we can find a few things to add to our games (and since one guy was asking WHAT games, I'll mention D&D and GURPS, as two examples my friends used to play) that can make them more realistic AND more fun.
JR
JR
On 9/30/2003 at 9:45am, Andrew Martin wrote:
RE: realism in RPG's
Drifter Bob wrote:Maybe some sort of mechanic where the person with the shorter weapon doesn't actually get to attack until they close, at which point their attacks become much more effective?
NOW you are talking! I think you are right on here. I even mention this in the article, though briefly. Yeah, a dagger should be at a great initial disadvantage when the opponents are at range, but at a vast advantage in grapple, say.
I've had this in my S combat rules for some time (about 2 years I think). I don't think you'd like them though, as they're based on movie and Eastern style combat. Weapon length determines who gets to go first in a melee duel and who can't attack (because their weapon isn't long enough.) When played, it seems to generate similar behaviour to movies and realistic (I think) Eastern style combat. I'm always open to more suggestions on improvements for weapons, as this is an area I feel is lacking in my set of rules. I'm interested in reading your next article's list of suggestions.
On 9/30/2003 at 11:24am, Ian Charvill wrote:
RE: realism in RPG's
You're probably already aware of it but GURPS - especially the supplement Low Tech - has a lot of stats for different historical weapon and armour types, including some of the obscure ones you mention. Also, old 3rd Ed Runequest (and quite possibly the earlier eds going back to the 70s) both has mechanics dealing with weapons reach and historical armour types including brigantine, etc. If I'm remembering rightly, the RQ combat system was written (ar at least revised) by a number of SCA types.
Generally, I'd suspect there are a fair number of older systems that do what you're wanting newer systems to do.
It's probably worth observing that you slip very quickly from 'in my experience' to 'this is the way it is'. I have several years of silat-based weapons training and a couple of years of medieval weapons training (bill mainly, some sword). I would definitely cite points of departure from some of your assertions. It may be worth sticking a few more YMMV tags in there.
On 9/30/2003 at 12:57pm, simon_hibbs wrote:
RE: realism in RPG's
As a result, the line between cinematic or cartoon like rules systems versus those ostensibly meant to be realistic has become increasingly blurred, and sadly, there has been a general dumbing-down of the technical aspects of RPG’s in general. What we are left with by default is more influenced by popular films and TV than history or the old fantasy literary tradition; a kind of a Hollywood version of the medieval world, a “Disney dark ages.”
This is an interesting article for those interested in realistic simulations of melee combat, but frankly I'm not one of those people. It all comes dow to the purpose of RPGs, what is an RPG trying to do?
I do not believe there are very many RPGs that are seriously trying to simulate the real world. Most of them are clearly attempting to simulate one or other genre of fiction. Therefore for most RPGs the question isn't whether the combat rules model reality, but whether they model the kinds of action commonly presented in fiction.
Historicaly RPGs have spent an enormous amount of their page count to combat rules and very little space to other forms of interaction or competition, whereas in many genres of fiction actual combat makes up a minority of the action. What you seem to regard as a dumbing-down of RPGs to me seems to be a refocusing on what is actualy important to creating the kinds of experiences the gaming audience is after.
For some 15 years my favourite fantasy RPG was Runequest, in one or other of it's incarnations. It was designed by members of the Society for Creative Anachronism who weren't entirely ignorant of what relaistic melee combat is like, and tthe game system still stands out as one of the more realistic such systems. The state of the art in gaming has moved on though, and while I still rate RQ highly, I haven't actualy played or run a game of it for about 6 years. That's because while newer games might not model combat as realisticaly, they do so many other things so much better, and enable climactic conflicts so effortlessly that I wouldn't consider going back for anything other than nostalgia for a retro gaming experience.
Frankly a hollywood version of the medieval world may well be a lot more fun to play in for most people than a realistic one.
Simon Hibbs
On 9/30/2003 at 3:07pm, Drifter Bob wrote:
RE: realism in RPG's
I've had this in my S combat rules for some time (about 2 years I think). I don't think you'd like them though, as they're based on movie and Eastern style combat. Weapon length determines who gets to go first in a melee duel and who can't attack (because their weapon isn't long enough.) When played, it seems to generate similar behaviour to movies and realistic (I think) Eastern style combat. I'm always open to more suggestions on improvements for weapons, as this is an area I feel is lacking in my set of rules. I'm interested in reading your next article's list of suggestions
I've got nothing against Asian combat or movie related rules, I pointed out I like Feng Sheui though it's based on kung-fu movies. It sounds like your system is much more realistic, more like something based on Kirosawa samurai movies perhaps. I think those Akira Kirosawa films are by far the most realistic depictions of sword combat I've ever seen in any movie. I support you 100% in your endeavors, the only downside is I don't know nearly as much about Asian weapons or martial arts as I do about European weapons and martial arts. I might be able to provide some insights into the general effects of armor though.
Anyway, sounds like you are on the right track. Is your system available for review online somewhere?
JR
On 9/30/2003 at 3:49pm, Jack Aidley wrote:
RE: realism in RPG's
I'm sorry to say Drifter that I found little to impress me in the article. I found your attempt to equate unrealistic RPGs with being dumbed down (professional wrestling!) inaccurate and insulting. And comments such as:
It's use within RPGs is based on all kinds of weird assumptions such as the idea that a suit of armor made of stiff, cured leather would be less bulky and cumbersome than say, a mail shirt or a fitted suit of gothic plate armor.
to be missing the point. Many of the 'unrealistic' choices in D&D and similar games have been made so that different armour (or weapon) types each have a valid reason for using them.
In other words, while I support the idea of the creation of a 'realistic' RPG, I don't support your dismissal of unrealistic games. In fact I think many of these games can be improved by moving further from, rather than closer to, reality. As I believe can be demonstrated by Arcana Unearthed vs. 3rdEd. While you may be fascinated by the complex interplay between weapons and armour, I do not want to play in games developed around such a theme - I would rather the game was developed to make the choices on offer interesting and valid.
On 9/30/2003 at 4:25pm, Walt Freitag wrote:
RE: realism in RPG's
Hi Bob,
One factor you might be overlooking is the difference between rule systems as they are published, and rules systems as they are actually played at the table. I mention this because many of the realism-enhancing additions you suggest have been present in many popular published rule systems going way back.
Space requirements for effective use of weapons: see AD&D Players Handbook, 1978, pg 38, "Space Required" column of the Weapon Types table.
Adjustments for individual weapon effectiveness against different types of armor: ibid, "Armor Class Adjustment" columns.
Adjustments for differences in weapon speed: ibid, "Speed Factor" column; for rules see AD&D Dungeon Masters Guide, 1979, pg. 66, "Weapon Speed Factor."
There are no adjustments for the defensive value of attacking weapon vs. defending weapon in this edition of AD&D. But in my 1985 edition of Fantasy Hero (pp. 71-72) there are adjustments for the relative weapon length between attacking and defending weapon, and an optional rule that the adjustment reverses once the wielder of the shorter weapon has rolled a hit, representing that the shorter weapon wielder has now gotten inside the opponent's effective weapon length. (Reversing again when the longer weapon's wielder scores a hit, and so forth.)
GURPS and Runequest have also already been mentioned by other posters; Rolemaster might also be worth a look.
The point is, most game systems gave up on these kind of rules because almost nobody was using them. This was not because the effects of those rules were insufficiently accurate representations of realistic combat variables -- though I have no doubt that accuracy was often poor or worse. It was because few players cared enough about realism to even try them.
The bottom line is, don't assume that game designers make the decisions they do for their combat systems because they're unaware of such arcane facts as "weapons need space to wield effectively," "weapons can be used to defend against attacks," or "armor is normally well-designed for its purpose." Take a look at what's actually in the text of fantasy melee systems (as opposed to how everyone remembers their being played at the table), especially in the early to mid 80s when the "unrealism" of AD&D appeared to offer the opportunity to promote competing systems for their superior accuracy. (See also the Fantasy Heartbreakers articles in the Articles section of the Forge.)
Your article will be stronger if it acknowledges that the improvements you suggest have already been tried, frequently. (And perhaps, explains why they either failed to make combat more realistic or failed to become generally popular, and what they should have done differently to avoid those problems). Currently the article makes it seem like you believe that no one else has thought of these issues before, when the truth is they've been intensively discussed and debated for the past quarter century.
- Walt
On 9/30/2003 at 4:50pm, Rob Donoghue wrote:
RE: realism in RPG's
The tone struck me as snobbish, but as it is pitched as a condemnation, I suppose that's inevitable. The emphasis on exotica seems to have more with showcasing the author's knowledge than genuinely informing the reader - 'It would be great if more games used X, Y and Z' is a reasonable assertion, but since they don't, I would say it behooves the author to present a reason for their use (of which I am sure there are many) besides their simple rarity.
So here's the question: who's the target audience for this, and what is being communicated?
If it's to provide information to people who only have D&D or the like as a refence, it does not seem particularily informative, except of course insofar as to tell them that they are terribly, terribly wrong, and possibly stupid.
If it's to illustrate the strengths of a realistic approach to combat for people who have preferred a different style of approach, it falls short. It says very little about the strengths of that approach, instead simply asserting value, and proceeding as if it's a given.
If it's to create material for debates over esoterica of weaponry and combat styles, it's succeeded admirably, and to illustrate this, I point to what has made up the bulk of exchange on this so far. And honestly, that's fine - people geek about what interests them most, and such debate is often useful. But it's not going to be of value to everyone.
I'm sounding somewhat harsh, and I apologise for that, but this was a somewhat disappointing read if only because it clear that there's a lot of knowledge here. This is a meaty subject, and one deserving of attention. Because of that, it suffers all the more when it turns away from that potential towards dwelling on unexplained esoterica or the kind of anecdotes that made Raven s McKracken a not-quite-household name.
I'm genuinely looking forward to the second half, for two reasons. First, I'm especially intertested in what you have to say about special training, as that potentially covers a very wide range of important material. It's an arena that receives far, far less attention than the specifics of a Claymore versus a Rapier and the like. Second, I'm curious where you will take this when you actually move to the subject of gaming and mechanics, since that's really what I'm here for. You cite wargames which are both realistic and abstract, and that's a terrible tease - if you're building up to a workable suggestion that you consider both streamlined and realistic, I'm very excited to hear it!
Also note, the fact that I do not find this useful does not mean I find it bad by any stretch. It's clear from the article and the discussion so far that what I consider exotica and minutae are of great imprtance to others, and if that's who you're trying to reach, that's great, but it's also kind of preaching to the choir. :)
On 9/30/2003 at 6:03pm, xechnao wrote:
Re: Realism in RPG's
Drifter Bob wrote:
As for grousing, I tried to get through the description of the status quo or rpg design and the reasons why they are so unrealistic really as quickly as I could, because my purpose was not to argue about the need for realism. I did point out that I think that more realistic games can be more fun if properly executed, but I don't have a problem with intentionally unrealistic games. I simply expressed the opinion that games which are assumed by many people to be ostensibly realistic, are actually pure fantasy. Arguing for realism against "pure" fantasy is another subject, I could discuss it but other people have already 'gone there' I think quite effectively. There is little point in that debate in the long run, since many people who don't like realism for their own reasons won't be swayed no matter what they read, it's a lot like a religion for many gamers, particularly those who are canonical about "official" rules.
Personally I just feel that the rpg industry could use a new innoculation of realism for that wing of it which appreciates some grounding in reality if only for certain aspects of physics, as it recieved near it's inception from the work of Gary Gygax and others with the 1E DMG and some of the stuff in Unearthed Arcana and etc. Whatever aspects of that realism which make for better game play will no doubt eventually filter into the rest of the RPG community to whatever extent is merited.
In other words, my main purpose is to provide a service to those already interested in more relaism. I think there are a lot of people in my generation particularly, who have played rpgs when they were teenagers and would like to see something more adult. Similarly, I think there are some younger people who have some experience of the real world, of what fighting is really like, who would also like to see that aspects of rpg's they play be a bit more immersive and believable.
To the extent that I'm actually advocating anything, I'm not so much advocating the domination of realism over pure vaguery or comic book science, I'm just advocating a re-injection of some back into the genre, to maybe push the pendulum back a little, because it's really pretty bereft right now.
JR
I quote this just to repeat it over here, as it seems necessary after some respones or reactions given above, to help reclarify the writer's sake.
By my personal reaction I should say that it is really interesting this analysis of the practice of medieval combat but on rpg terms speaking I would like to make a point.
Somewhere over here you confronted 50 rolls and 100 tables. I see it more than 100 tables rather than 50 dice rolls although you seem to reject both.
For example as you say the defense values of knife, staff and sword against a staff wielder differ. Again the defense values of knife, staff and sword against a knife wielder differ between them but also respectivelly differ from those of the above table. Furthermore the differences between the values also differ respectvally the above tables which makes necessary the use of both tables in this case.
I have nothing against this and actually there are some known examples that go that way. Rolemaster for instance, although it's analysis is just combatible whith its own rules and mechanics that unfortunatelly are not of my taste.
A small parenthesis over here to add another rpg in the list of those that mention defense value of weapons and style(technique): the german "Das Schwarze Auge" but doesn't go to such expanded analysis.
I yet have to ask something. Be back in a while...
On 9/30/2003 at 7:48pm, Drifter Bob wrote:
Rpg realism
I'll try to get to each response individually if I have time, but for now, I'll try to make a few things clear which everyone seems to be misunderstanding.
0) for the record, I recognize that my tone was probably too abrasive, I forgot how dogmatic and sensitive people really are about RPG rules. It is truly amazing! Well i just proved it, I am abrasive. That comes with the territory.
1) I have said this now like 5 times, but I'll reiterate again: the point of my article was not to condemn intentionally unrealistic games. As long as they are internally consistent, they are fine with me.
2) the point of my article was also not to convince people of the need for realism in games, though I do feel it has value in many games, and I do think that certain games like D&D should either abandon realism altogether (as some people would love!) or try a little harder to get real.
Yes, I know RPG's are based on fantasy. I also know, that the fantasy authors who D&D got based on, Jack Vance (primarily) Robert E Howard, Fritz Lieber, Michael Moorcock, and Tolkein, had done their historical research well. They knew the reality of the history and therefore, they could play with it effectively. My point is that this basis in reality was useful. Certainly what has been created in most rpgs is neither pure fantasy nor pure realism, but an uncomfortable mish-mash of the two.
3) I AM NOT TRYING TO DELVE INTO ESOTERICA. This is just a way of dismissing my actual point, which may make people uncomfortbale. Most of the equipment I mentioned, was NOT obscure. That is my point. They are only obscure in RPG's. RPG's have made up a fairly complex system of weapons and armor and their relative merits, which is basically nonesense. Brigantine and Lamellar armor were COMMON forms of armor Historically. "Studded leather" was actually in 90% of cases misidentified Brigantine. Similarly, "splint mail" and "banded mail" dont' exist. Double headed axes and double heead flails couldn't exist.
The other weapons I mentioned, again, were not all that rare, they just got left out of rpg rule books. Schiavonas were very popular swords for a couple of hundred years, for example, as were smallswords.
I'm not trying to push esoterica on anyone, but if you are going to base your combat system on medieval weapons, then maybe you should find out more about them. Otherwise do like Gene Wolf and have people dueling with venomous flowers or something.
My main point was that there is now a much richer store of source material available to the general public than there was when the last serious research in this area was done. How do I know this? Because most of the mistakes which are continually repeated from game to game are NOT left in for balance or for the pure Romantic elan of it, but just laziness and ignorance. You can tell! There is nothing bad about Brigantine and nothing especially wonderful about "studded leather"! Assigning a defensive value of 1 to a dagger and 3 to a sword when you already have defensive values for shields does not tear the game down into a depressing miasma of grinding detail!
4) Yes, I am aware of gurps low tech, rollmaster and runequest and the other early attempts to make a more realistic game. I think those attempts, while they were interesting in their day, suferred from two major problems. First they were generally overly complex, and usually seemed to be kind of a "band-aid" of pieces of realism applied over a core of flawwed dynamics. Second they were based on a pool of research generally all done back in the 1970's (mostly by Gygax et all, and to a lesser extent by the SCA) of which general understanding was limited. I think the clumsiness of a lot of these early attempts, combined with the quasi religious ferver which many cling to official rules, and a lack of knowlege of combat, created a backlash which is what turned people off from realism in the past, and is still strong today. I did mention this in my article by the way, albiet briefly.
Yes, I know Runequest was influenced by the SCA. But today, there are much more serious Western martial arts schools who have gained a much more nuanced and genuine understanding of pre-firearms combat than than the SCA, which really engages in a type of pseudo martial sport with all their rules, ever did, alas. Perhaps more significantly, there has been a great deal of advances in the fields of history, historical literature, and archeology as well. In the last ten years alone: major new battlefields and grave sites have been excavated, including proof for example of the actual real life existance of real women warriors (scythian); dozens of the ancient fencing manuals of the middle ages and renaissance period have now been translated for the first time (none were translated back in the 1970's); and almost every type of common period weapons and armor have been reproduced, tested, and refined. Weapons have been tested against armor, against meat and bones.
TROS is the only game I've seen which really seemed to be designed around a genuine understanding of combat from the ground up. As a result it's not only realistic, but it's fairly elegant and simple.
4) On a technical note, I don't think you have to have mutlitple tables for how each weapon releates to each other weapon. It doesn't need to be that complicated. I think you need to understand the defensive capability, reach and speed of each weapon, and I think even a simple game like D&D could accomodate that.
You could assign a value, 1-4 say, to each weapon for defense, just like different shields have defensive values. You could assign a reach value as well. At it's most simple, the reach value would be a bonus at normal range, a penalty in grapple. Simple.
How fare you want to take realism in a particular game is your choice.
The point, again, is that there is a lot of arbitrary stuff in there in D&D for example, the dynamics of a melee round with all the full actions and partial actions, is pretty tricky. You could ditch a lot of uneccesary complexity and base it around something more real. If you want to!
5) AS far as the D&D fixes which were added to introduce these rules in earlier editions, they were never effectively integrated into the rules, they were just patches. For example, if I remember correctly the speed thing came in to play only as a tie breaker for initiative. I gather this half-measure approach was due to fighting between Gygax, who wanted to try to do a more realistic system, and the TSR corporate people, who wanted to keep their moneymaker as it was, and the religious dogmatic fan base pretty much agreed with them.
6) An example of an abstracted but realistic war game. off the top of my head, though the game itself was fairly complex, there was a certain aspect of Panzer Gruppe Guderian which meets this criteria. This was a game simulating the early invasion of Russia by the Germans. A small number of elite German units (10 or 12 divisions divided into 3 regiments each) had to smash through like 50 or 60 Russian divisions of very mixed quality. A handful of the Russian divisions had good T-34 tanks, good leadership, and high morale. Most had obsolete equipment, bad leadership, and poor morale (mainly due to Stalins pre-war purges of the officer corps).
What the deisgner had to simulate was not only the German player being unable to predict this unknown quantity (since the quality of each Russian unit and the value of the T-34 for example was unknown) and for practical purpsoes, the Russian commander did not know which of his own units were going to turn out any good in combat either.
So insead of making up millions of complex charts and tables to simulate this confusing situation, the designer(s) just put question marks on the backs of all the russian divisions. You mix them up randomly and put them on the map. You only turn them over when they get into combat.
Vioila! Realistic, elegant, abstracted, simple!
Another interesting example in an RPG (other than Riddle of Steel which I often cite) is the Dying Earth Role Playing Game. This is an intentionally unrealistic game, designed to fit into the genre of Jack Vance. But they do an interesting thing with thier ultra simple (1 d6, no charts) combat system: each character or monster has a certain fighting style, and some can trump the other. For example you might be someone who fights with a cautious technique, while your opponent relies on pure strength, and his ally upon Finesse, or Cunning. Associate a speicific weapon type with each style, and you have a system with a realistic feel. This is abstracted but to me, oddly realistic system. It certainly is internally consistent with it's own logic. And even though it is very simple, it seems to have some ring of reality to it, to me, where D&D or Shadowrun just don't. Maybe I'm just crazy.
JR
On 9/30/2003 at 8:03pm, Rob Donoghue wrote:
Re: Rpg realism
Drifter Bob wrote: 3) I AM NOT TRYING TO DELVE INTO ESOTERICA.
Sorry if that hit a button. Perhaps esoterica is the wrong word. Clearly, there are multiple possible levels of understanding and interest regarding the distinction between weapons, and if you feel there is merit to that level of distinction, I won't question your expertise, but since myunderstanding is not there, lists of weapon names that are unfamiliar serve no purpose to me as a reader if my layer of interest and understandign differs from yours.
If your goal is to encourage research, that's well and good, but I am rather selfishly looking for a value add. :)
All that said, the quoted response did point out that the target audience for this is people who already do make these distinctions. I think that's a pity, but as such, queries withdrawn. Good luck with the rest of the article.
PS - This Comment:
For example you might be someone who fights with a cautious technique, while your opponent relies on pure strength, and his ally upon Finesse, or Cunning. Associate a speicific weapon type with each style, and you have a system with a realistic feel. This is abstracted but to me, oddly realistic system. It certainly is internally consistent with it's own logic. And even though it is very simple, it seems to have some ring of reality to it, to me, where D&D or Shadowrun just don't. Maybe I'm just crazy.
Makes a stronger point, for me, than the entire weapons list. Probably not a useful data point, but just illustrating different angles of entry.
On 9/30/2003 at 8:32pm, Drifter Bob wrote:
rpg realism
Here is another way of looking at it.
You have two types of RPG games out there. One type, is the sub-genre game, like say The Dying Earth RPG, which is pretty much based in it's own internal logic, and self contained.
The second type, like D&D, has it's own genre but is partially based on some kernel of realism. You can be detailed in that realism like runequest, or you can be very simplified, like the old "basic" D&D. In either of these cases, you are basing a certain portion of your combat system (and many other aspects of the rules, which could also stand a look, but thats another issue!) on history, on historical reality.
I'm not saying that runequest is better than D&D because it's more complex. In fact, to me, both of those systems are based on a flawed idea of real combat which in the cases of newer games is derivative of older games, rather than on actual primary-source research.
The point of my article, was to explore what realistic combat was, so that rpg designers and players could better understand what that basis should really be. I think that it is now more possible than it was in the past to really quantify this more accurately. The precise level of detail you take from it is up to you as a player or game designer, I'm just saying to whatever extent you do rely on this core of realism, you can now adjust that core somewhat to better reflect todays "laymans state of the art" on the subject, which has advanced quite a bit.
JR
On 9/30/2003 at 9:16pm, M. J. Young wrote:
RE: realism in RPG's
This is not quite entirely off topic, but let me recommend the Charles Franklin article Hitting Them Where It Hurts in, I believe, the first issue of The Way, the Truth, and the Dice. Franklin uses military casuality and injury reports from the past century to suggest a wounds approach to combat injury that he maintains is more realistic than most currently in use, at least in terms of matching the known data about battlefield casualties.
--M. J. Young
On 9/30/2003 at 10:37pm, Rob Donoghue wrote:
Re: rpg realism
Drifter Bob wrote:
The point of my article, was to explore what realistic combat was, so that rpg designers and players could better understand what that basis should really be. I think that it is now more possible than it was in the past to really quantify this more accurately. The precise level of detail you take from it is up to you as a player or game designer, I'm just saying to whatever extent you do rely on this core of realism, you can now adjust that core somewhat to better reflect todays "laymans state of the art" on the subject, which has advanced quite a bit.
Sure, at least to a point. I'd probably say that some of the early games didn't suffer from a lack of data as much as a lack of research, sometimes out of laziness and sometimes out of disinterest. But in any case, with the breadth of easily acceptable resources out there, ranging from web sites to shows like Conquest and Warrior's Challenge (Bearing in mind that the ultimate relavance is not in the currency of the research, but rather its accessability) I've no problem accepting that the layman's state of the art has improved, and it's possible to reflect it in gaming.
The catch is, I think "Why bother?" is a perfectly valid question.
You seem to have taken the position that you're writing for people who either would not ask that question, or have asked it and already found a valid answer for themselves. And that's fine and valuable. Beginning from the premise that realism makes for better play free's you up to explore _how_ to use realism to improve play, and there's a lot to do there.
But if that is the premise, it seems less necessary to point fingers at unrealistic games - you presumably already have buy in on the point. If you combine a premise that some people disagree with and criticism for no apparent ilustrative purpose (and I note: should you get to the point of using specifi examples to illustrate or refute a point, citing specific games is absolutely appropriate) and I think it's reasonable to expect that people are going to interpret the article in, perhaps, not the most positive of lights.
So why am I sticking aroudn to keep kicking at it? Well, here's the thing.
I completely agree with your premise. 100%.
The knoweldge of realism goes a long way towards improving the quality of a game, even if it is used solely to limit its application. Consider the simple question fighting multiple opponents: In a real fight, multiple opponents can bring down even a vastly superior adversary, albeit with numerous factors to bear in mind: Psychology of both sides, Comparative arms, ability to work in tandem, and of course, sheer numbers. Sounds complicated, but ultimately, there are a lot of ways to express that mechanically. The decision of how useful ganging up as a tactic is has a lot of impact on the flavor of the system - it's a dial that can move from heroic to gritty very easily. D&D favors the lone hero, so you can end up in situatiosn where the king is more dangerous than all his guards put together, whichis a little odd. In other games, it's exactly the issue of numbers that make guards useful and dangerous.
Just a tiny thing, but it's incredibly powerful, and there are lots of other decisions like that that can be made, and realistic awareness makes a huge difference in that.
Hell, FATE's combat system is tuned exactly to this. Weapons and Armor have no explicit stats - nothing is intrinsically more damaging and more dangerous than anything else - they are judged solely in terms of _relative advantage_. Got a weapon suited to punching through his armor? Advantage to you. DOn't have roomto swing it? Advantage him. It's based on the idea that any group of gamers has a shared idea of this kind of realism, and the degree of bonus will be based entirly on their degree of attention to details.
Unknown Armies' Madness meters include a measure of the character's reaction to violence. Most normal folks will freeze up in a serious fight under the system, but those who have been trained or been through experience have progressively higher thresholds as they become "hardened" to violence. This is a beautiful mechanic, and accurately reflects why the stone cold killer successfully kills the olympic marksman, despite th emarksman's superior skill.
This is the kind of stuff I love. This is what I think about when I say "realism helps a game."
All that said, I generally don't care much about the specifics of the difference between the kit of a Roman Centurion versus a Spartan Hoplite unless I have some very specific reason to care, and even then, I care more about the one guy in 12 who has the stick for scrubbing their asses more than the size and specifics of their weapons and armor.
So when realism comes up, the first thing that comes out always seems to be the equipment. I find that insanely frustrating, because while I think you _can_ get people to care about many of the implications of tactics and psychology, but years of evidence indicate that you can only get them to care so much about vastly detailed equipment lists. There are exceptions, of course, but there always will be.
So there's my frustration. If you're not going to take the time to discuss why realism is going to help someone's game (and you're certainly not obliged to), I wish you wouldn't open with what has become almost a sterotypical turn-off for the topic. I was quite sincere when I said I'm looking forward to the second half of the article. It sounds like that's where you start talking about the things that make things more realistic, rather than merely more historically accurate.
As it stand, I'm sort of commenting from the sidelines, because you're past the first really interesting point (Why realism helps) and not yet to the second really interesting point (How to apply realism) and I'm chomping at the bit to get to one or the other. :) Those are, of course, ultimately reflections of my priorities, and there's no reason they should be yours, but I hope it explains why I'm so thoroughly schizophrenic about this.
I can't wait for the second half.
On 9/30/2003 at 11:32pm, xechnao wrote:
RE: Re: Rpg realism
Drifter Bob wrote: 4) On a technical note, I don't think you have to have mutlitple tables for how each weapon releates to each other weapon. It doesn't need to be that complicated. I think you need to understand the defensive capability, reach and speed of each weapon, and I think even a simple game like D&D could accomodate that.
You could assign a value, 1-4 say, to each weapon for defense, just like different shields have defensive values. You could assign a reach value as well. At it's most simple, the reach value would be a bonus at normal range, a penalty in grapple. Simple.
How fare you want to take realism in a particular game is your choice.
JR
IF your matter of realism is a matter of realistic simulation I believe your last remark over here is a bit bogus. Does it makes sense to simulate far or less? ie for example half-simulate? When you say you simulate something you simulate this thing: nor far nor less.
For example you say you simulate combat. You can't say then I simulate less combat over here. It adds zero to may scope if it's about combat simulation. And you are talking about combat simulation, period:
games unrealistic in regards of comabt simulation could change.
For example over here you failed to mention the effectiveness of a weapon versus different armour types and also this combined with the weapon technique-style you get to use which in respect deals with the attack AND defense value you have with your weapon. And what about the weight and the speed of a weapon? A staff against plate armour won't do much but, for example a heavier maul that would do more makes you less agile in your fighting technique-stance. So would this mean mean lower defense value or initiative or perhaps less number of attacks as per Warhammer? You said yourself that this(intiative...) won't work for realism. There is an article (I can't find the link right now) of a confrontation of a katana vs a rapier which could explain the different defense values they could have on this case, the change of those defanse values in some other case such as katana vs katana and the change of those values in respect of armour worn: for one example a katana guy with armour vs a rapier and a katana guy without armour vs a rapier.
What I am trying to say is that I can't see another way of achieving this realism other than introducing more tables. Otherwise you could always find some rule or mechanic that won't fit realistically and complain as per initiative.
So if you want to put it like this and at the same time want to consider that more tables may be a negative example then Simon Hibbs has more than a point over his reaction on your article.
I still don't find any bad taste in having more tables as per se. But this is just personal taste.
P.S:While I was searching for the link I was talking above (still I wasn't able to find it) I found those too, which I thought might seem interesting to you.
One is about a rpgame and how it tries to implement combat:
http://www.devermore.net/surbrook/herosource/medievalma.html
And the other an article that shows it's all about specific equipment-kit combinations so it's up to different cases:
http://www.thehaca.com/essays/nobest.htm
Ok, I just found the link I was previouslly talking about:
http://www.thehaca.com/essays/katanavs.htm
Check out the last link provided in this page too(samurai vs knight)
And by the way another one that claims where the cliches come from and the exact role of fighters:
http://www.thehaca.com/essays/CommonPlace.htm
On 10/1/2003 at 1:37am, Marco wrote:
RE: realism in RPG's
I examined the article--I still have to go back and read it very carefully but I had a couple of thoughts.
1. Realism with magical weapons is oxymoronic--and those weapons are a staple of many games--and the mechanistic effect of the magic outside the combat modifiers is sometimes pretty hard to guess at.
2. Morrow Project did, IMO, a really fine job of simulating gun fire (with leathality for hit locations taken from copious military wound damage, with severe blood loss, with real-world weapons whose damage was derrivied from ballistic chararacteristics). It did miss the "cool under fire" mechanic (and I don't recall supression rules)--but still--the article is focusing on *fantasy* hth combat but not, as far as I could tell stating that (yeah, it's in Sword Edge, I know ... context--but there were some early attempts to make realistic ranged-weapons games--and they were, IMO, pretty successful).
-Marco
On 10/1/2003 at 4:14am, Drifter Bob wrote:
RE: realism in RPG's
1. Realism with magical weapons is oxymoronic--and those weapons are a staple of many games--and the mechanistic effect of the magic outside the combat modifiers is sometimes pretty hard to guess at.
Actually, I'm glad you mentioned this. This is a good example of how realism can make a game more rich and nuanced. Understanding the real properties of weapons would only make it more easy and interesting to incorporate magical ones into the system in a more interesting way.
Lets compare, say the current D&D rules. Magic weapons in D&D are very commonplace and mundane, and not all that exciting. Not as exciting as they were in say, Tolkiens books, for example. Basically you have two types, the incremental boost, your basic +1 or +2 sword, which is hardly breathtaking and has little if any personality, it's just the same as any of the other +1 or +2 swords that every adventurer has. Or you have these super items which speak and cast spells and take over your life. Acting as an NPC. There are room for the latter types surely, but think how better realism could give you so many more options in betwen.
For example, if you have a combat system which recognizes speed, reach, defensive ability, weapon strength, and attack values versus different armor types, you now have 5 different ways to make a weapon unique, instead of just two (to hit and damage). You could have a long sword which was as fast as a dagger, for example, or a dagger which could parry as well as a staff. You could have a rapier which due to being made of magical material, was as strong as a mace. Or a short sword which was blessed with a special ability to cleave through mail armor.
If you go on into material which will be in the second half of my essay, you have even more options to add on, special tricks that a sword could do, such as counterattacking or being a good weapon for half-swording, or for lunging, a weapon which helps you keep the momentum going...
To me, it's obvious that this would be an improvement!
2. Morrow Project did, IMO, a really fine job of simulating gun fire (with leathality for hit locations taken from copious military wound damage, with severe blood loss, with real-world weapons whose damage was derrivied from ballistic chararacteristics). It did miss the "cool under fire" mechanic (and I don't recall supression rules)--but still--the article is focusing on *fantasy* hth combat but not, as far as I could tell stating that (yeah, it's in Sword Edge, I know ... context--but there were some early attempts to make realistic ranged-weapons games--and they were, IMO, pretty successful).
-Marco
I liked Morrow Project a lot, but I think it had it's problems, mainly too much complexity and the genre was a bit too specific and obscure. It was an interessting game though in it's day.
I have been using fantasy rpg's as an example but I think all rpg games apply to this issue. Gun combat is somewhat better simulated in some cases than melee combat, but the basic dynamics of combat are pretty far removed from what they could be, as a rule.
JR
On 10/1/2003 at 4:46am, Drifter Bob wrote:
why realism?
I think this guy Kris Havlak, who wrote a similar article to mine, said it pretty well in his article at:
http://www.gggames.net/medievalcombat.shtml
For those loathe to click the link, here are the first three paragraphs, which are very relevent as to the argument about the value or necessity of realism.
Realism is a word that causes many role-players to writhe in disgust, horrified at the implications when a player character can be killed in a single blow. It is a term often filed away in the musty recesses of gamer’s exile, being sacrificed for widely accepted concepts such as play-balance and speed-of-play.
However, nearly all systems cling to one or another fragment of realism, for the fantasy created by alternate worlds is heightened when some aspect of real life is mimicked. Realism allows our personal experiences to be reflected in the imaginary worlds we create. Without it, players in an imaginary setting have no way of determining actions for their characters, and the world will be incongruous as perceptions will vary. Perhaps this is why games where players take the parts of health-ray wielding amoebas trying to escape from a world where water is solid and gravity is negative are uncommon. Realism doesn’t have to be synonymous with lethal, although it has become that way. Realism in gaming encompasses systems that draw their mechanics from principles of real life.
In any case, the aspect of gaming where realism levels vary the most significantly is that of combat. Obviously, there are games tailored to all tastes-- Dungeons and Dragons® bases combat on powerful heroes, Feng Shui® on cinematics, and a number of more lethal systems such as CORPS® on realistic mechanics. However, even in lethal games where realism is generally obtained, systems of melee combat fail miserably. In some cases, melee combat is dominated by firearms combat and becomes a second priority for game writers. In others, assumptions are made that don’t adhere to the way melee combat actually works. Finally, a number of systems just don’t bother to tweak little details that create the illusion of reality, making it extremely difficult for players to suspend the disbelief of gaming. In many cases this is acceptable, as rules for melee combat can be simple when a game is dominated by guns. However, in worlds without guns, primarily those set in the middle ages, a good set of melee combat rules is essential. A handful of common fallacies with medieval combat systems are easy to point out, and with them a number of ways to make even cinematic games more detailed and believable.
and he also makes good points in his conclusion
None of these changes will make combat more or less lethal, alter the basic gaming system substantially, or detract from the style of play. They will increase realism, however, making the following changes for the better:
•Make suspension of disbelief easier.
•Smooth player-player and player-gamemaster relations, as arguments over plausibility of rules will decrease.
•Allow system to mimic historical settings more effectively.
•Add excitement to combat.
•Add options and variety to combat.
•Make weapons unique, adding color to the campaign and characters.
•Force players to make choices over weapons and actions in combat.
•Add seriousness to combat, while making comical maneuvers more comical.
•Secure play balance.
•Restore common sense to melee combat systems.
•Give fantasy weapons additional uniqueness.
•Allow for realistic melee combat as well as firearms combat.
Finally, these changes will secure proper knowledge of medieval combat into the minds of role-players, building upon personalities in ways that extend beyond the gaming industry into proper physics, principles, history, and general knowledge, thus creating better-rounded gamers. Cinematic combat can remain cinematic, fantasy can remain fantasy, and ultra-realistic systems can claim realism as well as lethality. Without making a system so lethal that players lose their characters the moment they enter combat, realism can be integrated into medieval warfare in such a way as to benefit all aspects of role-playing.
On 10/1/2003 at 5:22am, Andrew Martin wrote:
RE: realism in RPG's
Drifter Bob wrote: Anyway, sounds like you are on the right track. Is your system available for review online somewhere?
http://valley.150m.com/S/
Next version (when I get around to it) will invert the dice order and make it more Fudge compatible.
On 10/1/2003 at 8:29am, contracycle wrote:
RE: Re: Rpg realism
xechnao wrote:
And by the way another one that claims where the cliches come from and the exact role of fighters:
http://www.thehaca.com/essays/CommonPlace.htm
Oh not this cliche again. I regard this article, and the articles on the rapier vs. Katana, as falling into exactly the trap that that the author proclaims to be avoiding. It is frankly ridiculous to say that in all of academia the ONLY percpetion of the middle ages was "barbaric"; this is completely and utterly false. To my eye, these writers don't actually seem very familiar with the depth and breadth of extant historical research, and are instead much more interested in polemic and self-promotion. Like fencing masters through the ages, they assert that they alone know the great secret.
While I'm a great believer in practical experimentation, and definately agree that the precise means of understanding the use of these tools will be obtained by practice with them, I think there is a perverse and ironically very modern obsessions with the specific characteristics of the tools themselves. And that is what makes the articles on katana v rapier or whatever essentially meaningless except in a look-what-I-know kinda self promotion. Starting tfrom the assumption that fighters are equally competent, the answer they eventually give is self-evident: it all depends. The sum total of understanding gained appears to be nil.
While I think the goal of these organs to rediscover lost knowledge through practical experimentation is an important and ladable one, the fact remains that nobody is going to be using these weapons in actual mortal combat any time soon. Then knowledge we thus gain is just as qualified as that provided by the much derided academia. I think we should be very very wary of these claims to special insight, especially in regards people who have commercial motives for such claims. I am not convinced that there has been "an explosion" of knowledge on the topic in the last few years - increased, yes, but I see very little that is that significant or particularly new.
On 10/1/2003 at 9:52am, simon_hibbs wrote:
RE: Re: Rpg realism
Drifter Bob wrote: I'm not trying to push esoterica on anyone, but if you are going to base your combat system on medieval weapons, then maybe you should find out more about them. Otherwise do like Gene Wolf and have people dueling with venomous flowers or something.
I suppose you might have a point with regard to games that apparently have a lot of detailed weapion and armour charts, but where the details of those charts and accuracy of the statistics are essentialy rubbish. Clearly a game that purports to have a realistic and detailed combat system is fair game for criticism if the details are wrong and it's not at all realistic.
For me though, all of this is Esoterica. I realy don't care about the exact weight, cost or taste of Brigandine armour. Take HeroQuest for example. So far as I know the entire game doesn't have a single description of a weapon or piece of armour, yet the game is about heroic conflict in a mythological ancient world. We know that the Lunar Army are commonly equiped with Scimitars, and that full plate armour is usualy only found in the western nations. That's about it, and for me that's all I need.
The thing is, that doesn't mean HeroQuest is necesserily unrealistic. Like Tolkien's descriptions of battles in Middle Earth, it is as realistic as it needs to be.
Simon Hibbs
On 10/1/2003 at 2:49pm, xechnao wrote:
Re: why realism?
Drifter Bob wrote:Finally, a number of systems just don’t bother to tweak little details that create the illusion of reality, making it extremely difficult for players to suspend the disbelief of gaming.
What is this "illusion of reality" exactly? Can you define it and name it's inside and outside limits? Their internal and external set of values?Where the illusion of reality stands and where not ? If the concept remains even a bit general and abstract it shall make no sense: Whatever you name there can always be quoted something so the illusion will break. So, because it may break by it's definition this illusion it makes no practical or real sense. This means that your "illusion" and "abstract" don't stick together. You have to base the illusion to something specific and this is what I meant "tables*".
Drifter Bob wrote:
•Make suspension of disbelief easier.
•Smooth player-player and player-gamemaster relations, as arguments over plausibility of rules will decrease.
•Allow system to mimic historical settings more effectively.
•Add excitement to combat.
•Add options and variety to combat.
•Make weapons unique, adding color to the campaign and characters.
•Force players to make choices over weapons and actions in combat.
•Add seriousness to combat, while making comical maneuvers more comical.
•Secure play balance.
•Restore common sense to melee combat systems.
•Give fantasy weapons additional uniqueness.
•Allow for realistic melee combat as well as firearms combat.
All these are fine and very nice. But they are another matter than "realsim". They are not defined to be about realism.
Drifter Bob wrote:
Finally, these changes will secure proper knowledge of medieval combat into the minds of role-players, building upon personalities in ways that extend beyond the gaming industry into proper physics, principles, history, and general knowledge, thus creating better-rounded gamers.
I doupt all this. It's a direct fall into the trap mentioned above. These changes and being realistic is something different. So the changes would be something abstract and unfitting for the illusion of realism to base upon.
Developing the illusion of realism on exact or specific tables this makes sense.
*specific system of reference. Consider tables to be systems of reference for the realistic rapresentations you are talking about.
On 10/1/2003 at 5:38pm, Jack Spencer Jr wrote:
RE: Re: why realism?
I have been mostly avoiding replying to this thread because, well, I've just been busy burying my father-in-law and all. Anyway, I can get where you're coming from, Bob. I had long labored under the concept of realism as a desirable trait, then I switched to "forget that shit" now I've come full circle and see it as a tool to use. Let me see if I can explain.
Let's look at the bullet points you had quoted:
Kris Havlak wrote: •Make suspension of disbelief easier.
•Smooth player-player and player-gamemaster relations, as arguments over plausibility of rules will decrease.
•Allow system to mimic historical settings more effectively.
•Add excitement to combat.
•Add options and variety to combat.
•Make weapons unique, adding color to the campaign and characters.
•Force players to make choices over weapons and actions in combat.
•Add seriousness to combat, while making comical maneuvers more comical.
•Secure play balance.
•Restore common sense to melee combat systems.
•Give fantasy weapons additional uniqueness.
•Allow for realistic melee combat as well as firearms combat.
The first impression of all of this is that realism makes combat better. The second is that realism is a common ground everyone can argee on.
Third is just a general sense that realism = better with points like "Add excitement to combat"
I won't go into my first stage of pro-realism because you are already there. Basically the bullet point and three impressions above.
My anti-realism stage was due to a realization that no matter how 'realistic' a game was, it was still an abstraction. The 'realism' then is always, always, always a subjective opinion. My thinking was, since it is subjective and what is realistic or just common sense to one is illogical to another, my question was "why bother?" For a long time I was like "realism? I piss on your realism."
Now I've come back to it with a slightly tempered view. You can thank Mike Holmes for this. I invite you to skip the middle step, but maybe it's necessary.
Make describes it as using the in-game agents in terms of what they are. This is basically a form of common sense. The neat thing about it is it is portable and maliable.
In WarhammerQuest, the RPG-like board game from GW, the Dwarf carries the rope. What is the rope used for? getting a character out of a pit. That's it. But in an RPG setting, you can use a rope lots of way. You can tie up bad guys rather than kill them. Things like that. This is a realism that is better than "a katana does more damage than a gladius." That sort of thing is rediculous to me. A katana, a dagger, a gladius, a warhammer all are meant to kill. A dagger does not do the least amount of damage, per se. If used right, the other guy is dead with one swing. 1d4 damage my butt.
Hopefully soon I will have time to read your own article and offer more comments.
On 10/1/2003 at 7:33pm, Mike Holmes wrote:
RE: realism in RPG's
That's a fair paraphrase, I guess, Jack.
Think of it this way, Bob. Freeform games, or games with no mecchanics to speak of, are, in some ways, the most realistic. That is, as a player or GM narrating, I am free to model, say, combat, in as much detail as I like. Certainly more detail than any mechanical method possible could via abstraction.
So what is this sense of realism that we get from rules? Well, first, realize that only some players get any sense of realism from rules. Some are turned off completely by modeling rules. But for those who are into the rules, what do they provide?
Well, it's a sense of an arbitrary universe. One in which a participant can't just make up results, but has to abide by some laws of some sort. The thing is that, being as the worlds in question are all fictional, what standards are we held to?
One is that there's an unwritten standard that says, "Unless otherwise noted, the game reality is like ours." All games that I'm aware of assume this in some way. So we're left to assume that your typical fantasy world has Earth Gravity, and Air Pressure and such (I've seen some that actually alter this slightly). Because if the Gravity were significantly different that would alter things like combat dramatically.
So, yes, there's a need to have some sort of "realism" insomuch as it pertains to creating an internally consistent world. And the rules should represent that reality.
The question all comes down to what the game focuses on, however. Many RPGs are interested in "realistic" combat to some extent (though this is an unneccessary historical trend), and as such don't want to mess with gravity as it would just make things less accessible to the players. But even in games where combat is a focus, you admit that there's variability in terms of how much "realism" is intended. One could mess with Gravity. Having metal armor in a world that has a lack of metal wouldn't make any sense, right (see feudal Japan)?
I'd posit to you that every game has its own unique focus. And most of those aren't really concerned with "realism" as you define it. Because realism as a whole, as I've determined above, is really nothing more than a plausible arbitrariness as defined for the world in question. Which, as has also been pointed out, is neccessarily subjective. Even two games that say that they're about "realism" are actually going to be about two different things.
Take Harn for example. Almost the prototype experiment for what you're talking about, Harn says, "what if we had a world that was in all ways precisely like Earth except for the exact geography, history, magic, and a bunch of other details." Well, either you play Earth or you don't, it turns out. Most of Harn is concerned with trying to figure out reasons why, despite a different history that world turned out just like ours, or where the actual differences are.
Which is fine if that's what you're interested in playing. Most other games are more interested in some sort of fantastic amalgam of fantasy literature, and will tell you that in quite some detail up front. Want me to point out about a zillion things that aren't internally consistent about Tolkien's world and the games that are similar (I can if you'd like)? Doesn't matter, nobody cares, they're still enertained, because the focus of play isn't on that sort of realism.
Now, why include the D&D list of armor and weapons, so ill-researched, if you're just making a fantasy that's not interested in realism? I'll admit that's laziness on most designers part. That is, instead of thinking this all through, they just assume, as with many things, that the best way is just to do what previous games have done. Why reinvent the wheel? Or so the thinking goes. If it's satisfactory to a bujillion D&D fans, why change it? That's not a good attitude, but a prevalent one.
Even D&D has this problem itself. Which is to say that the early editions were more concerned with being like the literature than Gygax was in AD&D1. The weapon list he included there he got from a single book on medieval warfare, and it's inclusion was meant to give folks a wider variety of things to choose from mostly. His realism wasn't intended to be Earthlike, it was intended to represent the breadth of weapons and armor that would likely exist in a medieval society. Who cares about the particulars, the important thing in D&D is that Banded Mail (whatever that is) gives you AC 3!
So, yeah, this hodge-podge way of assembling rules was silly. Consider however, that D&D has a special "problem" in relation to other games. It had no default setting other than to say that it was something vaguely medieval. No wonder it's not "realistic", it's not even really worked out what it's supposed to be at all. But that leaves people to make up their own reality again, or use one from a published setting. In either case, they'll get something that's as real as they need it to be (or they'll change systems).
Again, assuming the D&D method was a good standard in other games was probably a mistake. But I'll also say that for most of these games the solution isn't to make the list more accurate to Earth, but to the fantasy world itself. In fact, in many cases I'd advocate not having any listing at all (as was pointed out as how it works in Hero Quest). Because, as we've all said, realism isn't neccessarily detail. It's consistency. Saying nothing about it is just as consistent as saying a lot of consistent stuff.
Again it comes down to the game's focus. If we're playing a Sci-fi game, then I assume that it's OK to not take too much time on Melee Combat, right? But why? Because the game's not about Melee Combat (unless it is, like Dune, in which case, of course you need detail in Melee Combat), it's about, well, something else.
So, you're basically making a large circular argument. If a game is supposed to be about realism, then it should be realistic. Well, who could disagree? The thing is that almost no games are about realism as you define it. What you're saying is tantamount to "I want game realism to be my way," which is just a preference to which all anyone can say is, "That's nice." We have so many games precisely because they can cater to so many views of so many things including realism. This variability is a strength of RPGs, not a failing.
Now, all this said, are there cases where the designer made a mistake and included something in their game that collides with the very level of realism that they're trying to portray? Sure. Some designs are better than others. But a simple admonition to do better would suffice, I'd think. In any case, pushing your version of realism on everybody simply isn't going to accomplish anything.
Mike
On 10/2/2003 at 2:03am, Drifter Bob wrote:
RE: realism in RPG's
Mike Holmes wrote:
Think of it this way, Bob. Freeform games, or games with no mecchanics to speak of, are, in some ways, the most realistic. That is, as a player or GM narrating, I am free to model, say, combat, in as much detail as I like. Certainly more detail than any mechanical method possible could via abstraction.
So what is this sense of realism that we get from rules? Well, first, realize that only some players get any sense of realism from rules. Some are turned off completely by modeling rules. But for those who are into the rules, what do they provide?
I'm sorry, but I think most of this argument is essentially sophistry, and I doubt we will ever agree in the long run, but for the sake of clarity for other people reading this thread, I'm going to try to clarify this.
Role playing games are essentially a game of "lets pretend". At minimum, we use dice, charts, and rules as tie breakers, and to represent the firmament of "reality" underlying the imaginary world where the action is taking place.
Yes, I'll grant you, if you have a master story teller who can make up a tale, come up with the instant decisions and rulings in a way that seems believable and consistent to your players, then you don't need rules. Similarly, if you have an extremely sophisticated group with the wit and sensitivity to cleverly play off each other, then you can do just fine without really any rules. But what you have there is really a different type of game altogether, isn't it? I think it's great if you can pull it off, but I don't think it's realistic to expect everyone to have the wit of say, Mary Shelley..
In fact, judging by the low quality of the bulk of fantasy literature which is published these days, it is hard enough to come up with a brilliant story with tons of preparation, proof reading, and editing, (let along a brilliant unique universe with it's own physics) and people with the skill to generate a brilliant story interactively, on the fly, seem to be rarer still. If that weren't the case, nobody would ever buy pre-fabricated adventures, or games systems with various types of rules, would they?
There is a famous experiment in chaos theory, where a mathemetitian asks his class go home and either flip a coin 100 times, and record the results, or just make up 100 coin toss results out of their heads. When the students came to class the next day, in every case the professor could tell who had made up coin toss results, and who had actually flipped the coins.
Why? Because through careful study of chaos theory the professor knows some things about chaos theory that the studen't don't, and knows that studen'ts simply won't guess the results the same way they come out naturally. Not every DM has this ability naturally, and players will eventually notice the difference between arbitrary decisions, even if they are intended to be balanced, and mechanics which work (through whatever filter) the way things do in the real world.
Needless to say, this is even more true when you are talking about the complex dynamics of say, a sword fight.
But because the mechanics are complex, doesn't mean a game based on them has to be (contrary to the opinion of our friend posting from Italy)
I think most people realise this. I think most people realise that there is a certain amount of both History and physics underlying most rpg games. Making that basis a bit more accurate isn't harmful, really. But it is a threat to some people for reasons more emotional than logical.
This is unfortunatley a bigger issue I think in the RPG community than bad research.
I recently ran a year-long D20 campaign, using some special house rules modified to convey a moderate degree of realism. My gaming group consisted of 4 brand new people who had never played and rpg in their life, and 4 experienced players. Three women and five men. It took some convincing to lure the non- gamers into the campaign, but once they tried it, they really liked it. They also took naturally to the realistic rules.
I remember when I myself first started playing D&D back in the 1980's, how the initially overwhelming intensity of the experienced diminished a great deal, when the disapointing weaknesses of the rules came to light: there was no way for me to aim at the monsters hand, to chop off his wand, or whatever it was. My new players didn't have to experience this let down, the house rules we had made up were able to accomodate any idea they had, and as a result, even the people who normally had no interest in weapons and such things, (like my girlfriend) took naturally to their roles as warriors and were able to grasp the nuances of combat easily.
The new people actually enjoyed and took advantage of the realistic combat rules (and other realistic rules) even more than the experienced players, though in all but one case they really enjoyed it too. When I broke up the game after the campaign ended and a whole year had gone by, everyone was pissed and wanted to keep going, and while the game was still goign they were always after me to play more frequently than the twice a month we usually did. These being professional people in their thirties with families and careers!
Only one guy didn't like the realism, to my surprise, this was the guy who was by far the most experienced gamer, the only really hard core geek in the group other than myself, someone who knew all the technical details. He hated it so much in fact that it actually seriously damaged our friendship. He later confessed to me that he despised the idea of modifying the rules on principle, it filled him with a really disproportionate rage and fear. He used to lash out at the other players, especially the less experienced ones, and we couldn't figure it out.
This was before I had started to muck about on internet forums, and it was really my first encounter with gamer archetype No.2.
I have noticed 2 basic gamer archetypes. One group are the 'freethinker' type people who like to play around with RPG games, who enjoy them as thought experiments and social events. These are usually the ones who don't mind playing any game system or character type, being people who like to experiment.
Then there is this other group, the ones who are oddly fanatical at unexpected moments. The ones who have very definate favorite games systems, character types, classes, races, alignments etc. etc. I knew of one guy, a grown, educated man, who wouldn't play any role playing game unless he could secretly be a white dragon polymorphed to look like a human.
This other group, archetype No 2., wants their rpg OFFICIAL, and By THE BOOK, they don't want to do any thinking, they resent any subversive attitudes in their escape universe. For them, the RPG world has become a kind of tattered, mediocre security blanket, an interactive Gilligans Island, and they like it that way. They rationalize this with a smug embrace of mediocrity and of the status quo, at all costs.
These people I'm never going to reach with anything I do, and I'll never enjoy the gaming experience with them. They may be the majority of gamers for all I know. But to the rest of you, who like to have fun with it, who enjoy gaming but aren't dogmatic / religious about it, maybe my work will have some positive effect.
Well, it's a sense of an arbitrary universe. One in which a participant can't just make up results, but has to abide by some laws of some sort. The thing is that, being as the worlds in question are all fictional, what standards are we held to?
Generally, either you hold to the standards of some well understood genre or literature (comic books, kung fu movies, Wild West films, Lovecraft, the Dying Earth), or to a greater or lesser extent, the real physical world, either historical or present tense. Again, few people have the skill to create a purely arbitrary universe (I defer to the comment about amoebas in negative gravity using health rays)
So, yes, there's a need to have some sort of "realism" insomuch as it pertains to creating an internally consistent world. And the rules should represent that reality.
Here, we agree
The question all comes down to what the game focuses on, however. Many RPGs are interested in "realistic" combat to some extent (though this is an unneccessary historical trend), and as such don't want to mess with gravity as it would just make things less accessible to the players. But even in games where combat is a focus, you admit that there's variability in terms of how much "realism" is intended.
But that still doesn't change the fact of whether that underlying reality, or core of realism, is based on something real or just fudged. My argument is that the real, whether you are talking about History or Physics, is much more nuanced, internally consistent, and frankly interesting.
One could mess with Gravity. Having metal armor in a world that has a lack of metal wouldn't make any sense, right (see feudal Japan)?
Messing with gravity seems kind of silly to me, though I'd be willing to play the game if you make one and it works! As for a society without metal (they did have metal in japan, what do you think their swords were made of?) it just a matter of the genre. I think a neolithic game would be very interesting, saga of the ice man anyone?
I'd posit to you that every game has its own unique focus. And most of those aren't really concerned with "realism" as you define it. Because realism as a whole, as I've determined above, is really nothing more than a plausible arbitrariness as defined for the world in question. Which, as has also been pointed out, is neccessarily subjective. Even two games that say that they're about "realism" are actually going to be about two different things.
This just sounds like sophistry to me. The underlying mechanics that you start from are the same. You can twist them and play with them, strip some out or add more, as you like, but that doesn't change the fact that swords cut, maces bash, etc.
Which is fine if that's what you're interested in playing. Most other games are more interested in some sort of fantastic amalgam of fantasy literature, and will tell you that in quite some detail up front. Want me to point out about a zillion things that aren't internally consistent about Tolkien's world and the games that are similar (I can if you'd like)? Doesn't matter, nobody cares, they're still enertained, because the focus of play isn't on that sort of realism.
Actually, Tolkein is a good example of underlying realism. Many of his characters were pretty two dimensional, his dialogue was a bit weak. One of the main things which made his books great was the background, which was brilliant.. In fact as many people are aware he started with the background, specificially the languages of the different races, and worked his way toward the story. Many of the details of the story, like faerie tales, ring true to us because they have an echo in history. Like the Hobbits finding the swords in the barrows in the beginning of the lord of the rings. This is a page from the reality of a the vikings, it's almost like a thought experiement of what it must have been like for a 12th century viking, say, to raid an ancient barrow, seeking weapons of a lost, superior technology (called pattern welding) which he believed hade been made by "giants" or "trolls". In fact many of the themes in Tolkein become very familair when you read Welsh mythology, the Norse Sagas, and the Germanic Eddas. This, and this history behind it, is where a lot of the really nice nuances which make those stories immersive come from. The same is true in rpgs.
Similarly, as I've pointed out already in this thread, the other fantasy authors upon which D&D was based, (Moorcock, Vance, Lieber, et al) were firmly grounded in history, and borrowed from it heavily.
And sure there are inconsistencies, I'm not demanding perfection. Just a renewed effort.
thinking goes. If it's satisfactory to a bujillion D&D fans, why change it? That's not a good attitude, but a prevalent one.
Because a system with a better basis in realism could work more smoothly, feel more natural, and ultimately, actually teach you a bit about a distant reality which is part of our heritage, which many of us interested in rpgs' are also frankly drawn to, instead of just a mush of nonesense.
Even D&D has this problem itself. Which is to say that the early editions were more concerned with being like the literature than Gygax was in AD&D1. The weapon list he included there he got from a single book on medieval warfare, and it's inclusion was meant to give folks a wider variety of things to choose from mostly.
Thats not true. Gygax did a lot of research on his own, (there was a good bibliography I believe in the DMG) but he also borrowed heavily from the miniatures wargame industry, from which D&D evolved, which was then and is now superbly researched, in fact to this day those Osprey Military books, written primarioly for minitiatures, are among the best sources you can get outside of a university for arms and armor of different periods.
His realism wasn't intended to be Earthlike, it was intended to represent the breadth of weapons and armor that would likely exist in a medieval society. Who cares about the particulars, the important thing in D&D is that Banded Mail (whatever that is) gives you AC 3!
Again, I totally disagree, though only he could answer that.
Because, as we've all said, realism isn't neccessarily detail. It's consistency. Saying nothing about it is just as consistent as saying a lot of consistent stuff.
Yeah, but I doubt it is as much fun.
Again it comes down to the game's focus. If we're playing a Sci-fi game, then I assume that it's OK to not take too much time on Melee Combat, right? But why? Because the game's not about Melee Combat (unless it is, like Dune, in which case, of course you need detail in Melee Combat), it's about, well, something else.
I wasn't really restricting my ideas of realism to melee combat, but actually, yeah, you would still have melee in a sci fi world. When the Alien attacks you, it's melee, isn't it? We have guns today but I have personally been in hundreds of bar fights, and a few more serious than that, without guns. I even once took a gun away from a guy in a fight.
So, you're basically making a large circular argument. If a game is supposed to be about realism, then it should be realistic. Well, who could disagree? The thing is that almost no games are about realism as you define it.
It is my contention that probably 90% of the games out there (all of them except the ones which are specifically tied to some "unreality" universe like comic book games) have some basis in realism, which being distorted, could stand to be improved.
What you're saying is tantamount to "I want game realism to be my way," which is just a preference to which all anyone can say is, "That's nice." We have so many games precisely because they can cater to so many views of so many things including realism. This variability is a strength of RPGs, not a failing.
As I said at the beginning of this, I don't think you get it, I'm certainly not against variability in rpg games!
But a simple admonition to do better would suffice, I'd think. In any case, pushing your version of realism on everybody simply isn't going to accomplish anything.
Some people just instinctively hate any tinkering with their security blanket. I personally dont' think just saying 'do better' woudl suffice, I don't want to gripe. I didn't even want to argue about the value of realism, I just wanted to help define it.
JR
On 10/2/2003 at 3:17am, deadpanbob wrote:
RE: realism in RPG's
JR/Drifter Bob:
So, are you saying that you're okay with just about any game design as long as it's informed by reality?
For example, a game like My Life With Master seems to consistently and realistically model the world of the Minions of a distirbued Evil Genius. There's no long list of weapons - no modifiers for one combat style vs. another - none of the stuff you're talking about.
But, combat can happen in the game. By all accounts fun, entertaining, adult, sophisticated and exciting combat. In fact, the game paly, if reports are to be beleived, is very addictive, and in high demand.
The same could be said of Sorcerer - which again you wouldn't have a problem with, because you support the diversity of RPG design, even though it doesn't realistically model the damage done from guns or swords?
I mean, Sorcerer has one of the most realistically grounded rulesets for dealing with thematically infused Premise - so much so that when played to the hilt it's hard to not have Morality and Theme oozing out of the players...so you'd be in agreement that that type of realism is good too, right? Even though the Sorcerer rules are pretty light on the subject of say, how to accurately reflect falling damage?
I'd go so far as to say that absolutely no connection could be made between the actual physics of falling and how you'd deal with that under the Sorcere rules, and yet a lot of people find that game strikingly relevant, entertaining, adult, and immently replayable.
The point of all this, is that what you think would be an improvement to RPGs isn't necessarily an improvement from everyone's point of view. And before you admonish me again, it has nothing to do with fanatical loyalty to 'unreality' or to the 'security blanket' of the games we like to play.
A lot of the people who've contributed to this thread probably have a lot of real life and research based experience in exactly the type of stuff you're discussing here (i.e. weapons, armor, fighting styles and their historical uses and real-world applications) - and while they aren't disagreeing with you, they are saying that tastes may vary, that your way isn't the only way.
I don't see why there has to be any disagreement about this at all. That is to say, if you like this level of realism, and this type of application of realism, great! If some of us don't, great! Neither group is inherently better nor by nessesity, implication or objective measure more appealing to a wider audience. And citing anecdotal eveidence to the contrary isn't really that compelling - 'cause for every example you can cite where realism interjected into a game made it more fun for everyone, and left them begging for more, I could cite an example where REJECTING realism in a game had exactly the same effects.
Cheers,
Jason
On 10/2/2003 at 4:34am, Drifter Bob wrote:
realism is fun
deadpanbob wrote: JR/Drifter Bob:
So, are you saying that you're okay with just about any game design as long as it's informed by reality?
I'm okay with any game design that works, is internally consistent (even if that consistency means, being inconsistent, like this game i once played called 'paranoi') and is a fun game.
For example, a game like My Life With Master seems to consistently and realistically model the world of the Minions of a distirbued Evil Genius. There's no long list of weapons - no modifiers for one combat style vs. another - none of the stuff you're talking about.
Sounds like a cool game to me, and a hilarious premise
The same could be said of Sorcerer - which again you wouldn't have a problem with, because you support the diversity of RPG design, even though it doesn't realistically model the damage done from guns or swords?
I've heard of Sorcerer, I would imagine it's a lot of fun, in this case partially because it's well developed and internally consistent.
right? Even though the Sorcerer rules are pretty light on the subject of say, how to accurately reflect falling damage?
It wouldn't matter so much if they were light, or very detailed, so long as
they made sense within the context of the game.
I'd go so far as to say that absolutely no connection could be made between the actual physics of falling and how you'd deal with that under the Sorcere rules, and yet a lot of people find that game strikingly relevant, entertaining, adult, and immently replayable.
Assuming the falling rules are unrealistically done, and assuming there isn't some compelling game design reason for them to be the way they are, would it hurt the game particularly if they were updated in the next release on a slightly more rational basis?
The point of all this, is that what you think would be an improvement to RPGs isn't necessarily an improvement from everyone's point of view. And before you admonish me again, it has nothing to do with fanatical loyalty to 'unreality' or to the 'security blanket' of the games we like to play.
A couple of people in this thread have evinced a conscious preference for less reality, just as I pointed out (to everyones indignation) in my article. I find it interesting that people seem to think it's ok for somebody to prefer less realism but bad to prefer more realism?
A lot of the people who've contributed to this thread probably have a lot of real life and research based experience in exactly the type of stuff you're discussing here (i.e. weapons, armor, fighting styles and their historical uses and real-world applications) - and while they aren't disagreeing with you, they are saying that tastes may vary, that your way isn't the only way.
You just don't get it bro, you are confusing an interest in a basis in realism for a fetish for complexity, which is basically what you and a couple of other people in this forum are accusing me of. I've said it several times already but I'll say it again: I don't prefer complexity to simplicty. I think a simple, abstract game can be as much based on a realistic model of the physics, say than a complex game. I prefer games which are internally consistent, nuanced, immersive and fun to mediocre muddles which are neither here nor there. In other words, give me a skateboard, or a mazzerati, but I don't want no pinto.
I don't see why there has to be any disagreement about this at all. That is to say, if you like this level of realism, and this type of application of realism, great! If some of us don't, great! Neither group is inherently better nor by nessesity, implication or objective measure more appealing to a wider audience.
Again, it's not about a 'level' of realsim. What you are talking about is a level of complexity, which is not the same thing. I guess the problem is coming from the fact that I mentioned some equipment in my article. I guess an example of what I mean is, if you want 50 types of armor, fine, if you want only 3 types of armor, or no armor, fine. If you want fantasy armor made of feathers, fine. But if you are putting say your 3 types of armor in under the assumption that they are based on real types, and two of them are just more or less nonsensical baggage left over from the first edition of D&D, then maybe you could consider fixing that. Ditto for outdated mechanics which don't make any sense. If you have a reason for it, compelling for the plot of the game, fine, if not, why keep it that way?
And citing anecdotal eveidence to the contrary isn't really that compelling - 'cause for every example you can cite where realism interjected into a game made it more fun for everyone
I just cited that anecdote to made the point that at least in some cases, it's the less technical people who like realism better, and also to point out an example of the "archetype #2" I was talking about. I wasn't saying it was the case for 'everyone'.
, and left them begging for more, I could cite an example where REJECTING realism in a game had exactly the same effects.
I bet you could, and how!
Cheers,
Jason
Right back at you
JR
On 10/2/2003 at 5:17am, M. J. Young wrote:
RE: realism in RPG's
I took the time to print the article and take it with me to the reading room.
As an explication of how realism might be achieved, it falls short, really--it seems only to be saying that we should do more research to achieve realism.
As a defense of the value of realism, it makes no effort; it presumes this as a value toward which role playing games should strive.
Further, despite claims by the author here that he has no problem with games that are intentionally unrealistic, the tone of the article (and of some of his posts) is entirely condescending.
For example, in the article he wrote: I should add that I am not opposed to games which are silly because they are meant to be silly. There are always going to be RPG's where orthodox realism is neither appropriate nor necessary.(emphasis mine)
He cites in this regard Call of Cthulu, Feng Shui, and all superhero games. He thus divides all game combat systems into two categories: "realistic" and "silly". That's condescending. It's insulting.
He rails against unrealistic combat.
Earlier in the article, he wrote: What we are left with by default is more influenced by popular films and TV than history or the old fantasy literature tradition; a kind of Hollywood version of the medieval world, a "Disney dark ages".He oozes with the superiority of his methodology, maintaining that realism is the only direction games should take.
Yet this particular quote should be viewed in stark contrast to the opening words of his article,
where he wrote: With the immense popularity of the Harry Potter, Lord of the Rings, Star Wars, and Matrix films, and the subsequent upsurge in interest in the Fantasy and Science Fiction genres, there has been a major resurgence in the popularity of role playing games in the last three years.So we have an influx of people interested in playing games, because they are seeking a particular kind of experience. What is that experience? Is it that they've all become fascinated with recreating realistic fifth century Viking culture? Has everyone suddenly taken an interest in what combat was really like at Agincourt? Emphatically No! These people specifically are attracted to the possibility that they could have game experiences which are exactly like
popular films and TV...a kind of a Hollywood version of the medieval world....and perhaps even
...a "Disney dark ages".If these are the things that are attracting people to role playing games, shouldn't we be designing games that give them that? I know that my initial interest in Dungeons & Dragons came from my desire to find a game that would make it possible to have adventures like those told in Lord of the Rings; to some degree, AD&D did that--it certainly did it to a greater degree than SPI's Middle Earth Bookcase Game.
I'm not one to decry realism; I think that Multiverser provides ample tools to build just about any sort of "realistic" modifiers into play that you want. I also think that the more of such modifiers you add, the less these games resemble the fantasies people want to discover. It's not because realistic combat is too deadly (although some more realistic games do have that aspect). It's not because realism slows play drastically (although some more realistic games are very cumbersome in that regard, and even in Multiverser play slows the more detailed you make it). It's because people don't care and don't want to care about the reality of fourth to fifteenth century combat--or for that matter about real WWI or WWII warfare, or real 20's gangster fights, or real western shootouts. They care about the dream, the illusion, the feeling of being in the movies or the books.
Sure, some of us would enjoy a game that had more realism, and some of us would find that information very enjoyable from an educational perspective. It's the minority view, even among hardcore gamers. (It's questionable whether such realism is the majority preference even among modern wargamers, many of whom are prefering games with a higher level of abstraction now.) If you want to appeal to new gamers, or to the majority of old gamers, that's the wrong direction.
Before I close, one thing I wanted to say was this: a good solid explanation for why realism is valuable to roleplaying game design is completely absent from this article. It would make a fine article itself, and seems to me to have been an essential prequel to the one to which we were referred. Maybe the author has that article in him somewhere, and can find someplace to publish it. I think this article would have been a lot less egregious had it been the second part, where the first part explained some basis for realism as a goal or value in game design.
I hope this is helpful.
--M. J. Young
On 10/2/2003 at 5:37am, Trevis Martin wrote:
RE: realism in RPG's
JR,
I think MJ has brought the focus back to this for me. Several of your posts suggest that you are indeed willing to give wide lattitude for other play styles and priorities. That's great. Its what everyone here is about. I agree that there is a definate advantage to internal consistancy, and also a certain enjoyable quality to intensly detailed, gritty, emulated combat.
The problem that I see is that there is a wide divergence between what you say your thought is in this thread and the perspective presented in your article. I suggest that your ideas are fine ones to write about but that the article itself could stand some substantial editing so as not to distract people from your central discussion by offending them accidentally with what seems to be dismissivness of other play styles and priorities.
regards
Trevis.
On 10/2/2003 at 5:51am, Drifter Bob wrote:
RE: realism in RPG's
M. J. Young wrote: He cites in this regard Call of Cthulu, Feng Shui, and all superhero games. He thus divides all game combat systems into two categories: "realistic" and "silly". That's condescending. It's insulting.
I'm sorry, but I addressed all of your arguments in previous responses in this thread. Maybe you should print them out too. Then again, something tells me you wouldn't get it. You are one of those people, I'm afraid, and you are never going to get it.
Silly is an insult? Thas insulting? I love call of cthulhu, I even like D&D for all it's faults, but elves and dwarves and etc., are silly. If you take yourself so seriously that you cant embrace being called silly, you are really hopeless.
And with regard to wanting to live in the Tolkein universe, yeah, I think that is the motivation of a lot of gamers, and as I pointed out 6 or 7 times already, Tolkein himself was heavily based in reality.
I'm aware that abstracted Wargames are popular, but so are the complex ones. The point is, as I pointed out in the article you claim to have read, abstraction does not preculde realism. You are confusing realism for complexity.
In summary, I would say it is the mentality you voice which led the RPG community to 2E D&D and the creation of the D&D movie. Embrace the mediocrity, you will have plenty of company in your dreary paradaise.
"Act like a dumbshit, and They will treat you as an equal."
"I don't practice what I preach, because I'm not the kind of man I'm preaching to."
J.R. "Bob" Dobbs.
On 10/2/2003 at 6:57am, Jack Spencer Jr wrote:
RE: realism in RPG's
Well folks, I'm not a moderator but it seems to be to be time to put this thread to bed. JR has said his piece and at this point it has become a pointless exercise in trying to change one guy's mind. This has JR on the defensive. He's getting a little bit inappropriate for discussion here, but I'm willing to forgive it if everyone else is, and this includes JR for feeling put on the spot. No harm, no foul?
In any case, maybe we should all count to 10 and see if there's a point to continuing here before the moderators do step in?
On 10/2/2003 at 8:44am, xechnao wrote:
RE: realism in RPG's
quot;Drifter Bob]
I'm sorry, but I think most of this argument is essentially sophistry, and I doubt we will ever agree in the long run, but for the sake of clarity for other people reading this thread, I'm going to try to clarify this.
Role playing games are essentially a game of "lets pretend". At minimum, we use dice, charts, and rules as tie breakers, and to represent the firmament of "reality" underlying the imaginary world where the action is taking place.
JR
To understand Mike's point you must understand that posing the question: "what do we pretend?" is the first realistic question. The answer to this will be your base or table for further rapresentations on this basis.
You say: to represent the firmament of "reality" underlying the imaginary world where the action is taking place.
Ok but this is too abstract*. The only way to raprsesent something of this on paper, it would be on tables as I've told or follow the way Mike has said:
"Freeform games, or games with no mecchanics to speak of, are, in some ways, the most realistic. That is, as a player or GM narrating, I am free to model, say, combat, in as much detail as I like. Certainly more detail than any mechanical method possible could via abstraction."
If you choose Mike's way the discussion can stop over here. Alternativelly you can make tables and ask people if they like them and offer them to people that would enjoy their taste.
For instance change the charts of AD&D as you have mentioned and make them available for anyone that could enjoy them. But abstractivelly trying to impose a general rule or concept of a methodology of realsim in rpgs makes no sense.
What I am suggesting is that this thread of realism shouldn't go on in Rpg Theory any more but something in Game Design if this matter of melee need be continioued.
*further ahead on this post you say:"But that still doesn't change the fact of whether that underlying reality, or core of realism, is based on something real or just fudged" and furthermore "abstraction does not preculde realism".
The frases: "realism based on something real or whatever" and "abstraction does not preculde realism" don't make sense. Realism is realism, period. What you can do is only work on paper(writting down your tables or points-systems of reference) and this only can make some sense as something with a rule/rules to guide.
On 10/2/2003 at 12:41pm, Christopher Weeks wrote:
RE: realism in RPG's
deadpanbob wrote: A lot of the people who've contributed to this thread probably have a lot of real life and research based experience in exactly the type of stuff you're discussing here
This note also mentioned falling damage and it made me think. It's amazing how often people post about their valid experiences with European sword fighting or Asian martial arts and even modern armed combat. It almost always comes off as bravado. But you never see anyone bragging about their experience with realistic falling damage.
Hi, I'm Chris, and I fall a lot. Last week while I was mounting a skeleton to the eves of my house, I fell of the ladder and broke my hip. Damn...I hate it when that happens. But last year when I fell off the second story roof while putting up the Xmas lights, I was merely winded for a minute and got up just fine. I've been spending four hours a week in practice with my chiropractor for the past five years...
Sorry,
Chris
On 10/2/2003 at 12:50pm, Christopher Weeks wrote:
RE: realism in RPG's
Drifter Bob wrote: I'm sorry, but I addressed all of your arguments in previous responses in this thread. Maybe you should print them out too. Then again, something tells me you wouldn't get it. You are one of those people, I'm afraid, and you are never going to get it.
Nice. I think this brief paragraph cleanly summarizes the arrogance which prevents your article from rising above the 'been there done that.' I see no evidence from this entire thread that you've taken any criticism to heart. What were you looking for here?
Chris
On 10/2/2003 at 1:44pm, Ron Edwards wrote:
RE: realism in RPG's
Hello,
Jack's point on the previous page is fully valid. This thread has been undermined by a general problem that I'll post about soon in Site Discussion.
Bob's article has been read; it will still be available to be read by people readin the thread later; and it is time to end this particular thread. It is now closed. Further discussions about the article can have threads of their own.
Best,
Ron
On 10/2/2003 at 4:49pm, Drifter Bob wrote:
RE: realism in RPG's
Christopher Weeks wrote:
Nice. I think this brief paragraph cleanly summarizes the arrogance which prevents your article from rising above the 'been there done that.' I see no evidence from this entire thread that you've taken any criticism to heart. What were you looking for here?
Chris
I admit to frustration, as just about nobody seems to have "gotten it". I wrote the article in the interest of discussing the new possibilities of improving that kernel or core of "realism" (physics and historical grounding), which, whether you like it or not, underlies most role playing games.
Instead I got bitter reaction that I insinuated that playing games in which ones pretends one is an elf or a super hero is "silly", and 25 posts complaining that realism has no value or place in role playing games, and maybe another 10 insisting over and over that realism is equivalent to complexity.
I admit freely that my tone in the article was a bit arrogant, but I think the subject merits it. All the comments about the disney dark ages and championship wrestling are valid, and I stand by them.
To those few who made comments actually related to the subject of the article, I thank you!
I did learn a lot from this experience, primarily I learned that discussing realism with certain kinds of rpg fans is like discussing evolution with a group of orthodox christians. In both cases, it's a "kill the messenger attitude", an emotional attack upon me for daring to suggest someone is behind the curtain of the great and powerful OZ. In both cases, it's there underlying your world whether you like it or not.
For those who didn't get it: never fear. Mediocrity is well loved in this country, you will not be alone. Championship wrestling IS popular, and probably always will be. So will poorly thought out, muddled rpg games which pander to the dullest imaginations. They'll keep shlepping it out and you'll keep gobbling it down.
For those who did get it, I'll be posting a link to the followup piece when it's done, probably in a week or two.
JR
On 10/2/2003 at 6:00pm, Ron Edwards wrote:
RE: realism in RPG's
Closed is closed, guys. No more posting, please.
Best,
Ron