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Topic: Realism in RPG's and the Riddle of Steel
Started by: Drifter Bob
Started on: 9/30/2003
Board: The Riddle of Steel


On 9/30/2003 at 12:07am, Drifter Bob wrote:
Realism in RPG's and the Riddle of Steel

I mentioned TROS in an article I recently did (actually, part 1 of a 2 part article) for Swordse Edge magazine. You can see the article here:
http://www.swordsedge.net/Issue15/ArticleMechanicsOfMelee.html
I'd be interested to hear any reactions anyone has to it, and any comments on the issue in general.

JR

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On 9/30/2003 at 12:43am, MonkeyWrench wrote:
RE: Realism in RPG's and the Riddle of Steel

I found the artilce to be quite interesting. I eagerly await part 2.

I've always felt that most RPGs fail to capture the true essense of arms and armor. Even though I know scant little about historical accuracy common sense dictates that bludgeoning weapons would be better against flexible mail and piercing attacks would be effective against almost anything, and yet (at least in the current incarnation of DND) the varying types of damage affect armor very little. Along similar lines I would like to see the impact of such an article introduced to the DnD message boards.

Do you play Riddle of Steel regularly or do you just have a passing knowledge of it? If you do play regularly how do you feel that RoS represents the principles you lay down?

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On 9/30/2003 at 2:48am, J B Bell wrote:
RE: Realism in RPG's and the Riddle of Steel

Drifter,

I didn't finish the article. I didn't find it captured my interest. When I read this:

Some fans of RPG’s consciously welcome this as a positive development. Frustration with the previous bungled attempts by designers to improve realism has fostered a general hostility toward historical grounding, and a deliberate intellectual defense of what has become the recognizable trend toward "anti-realism".


My bias detectors began jangling. Then just a bit further down we have:

There always will be a fan base for professional wrestling, and there will always be gamers who prefer low-brow rule systems and reject concepts like “internal consistency” outright.


I felt offended at this point, as I have a need for respect, and didn't feel motivated to continue. I would have enjoyed the article more, which goes on to fairly characterize gamers who like game mechanics that closely simulate in-game-world events, if it hadn't started off on this tack of bemoaning the state of the industry as if there is some ideal game out there, with the others being pale imitations or failures.

There are many crappy game systems out there, and many that advertise themselves as "realistic" and either don't deliver on that promise or that seem to have a pretty weird or nonexistent idea of what "realistic" means. However, there are also a good number of games that operate on a whole different tack from the Riddle of Steel and succeed in satisfying what brings their players to the table. Look on the rest of the Forge for plentiful examples. You may not enjoy these kinds of games but I hope future articles will dwell on what satisfies and delights what you want in gaming, without dumping on what other people enjoy.

--JB

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On 9/30/2003 at 3:54am, Drifter Bob wrote:
Realism and sensitivity

I find that people are incredibly sensitive about this issue, as if (fairly mild)criticism of a particular style of gaming was a condemnation of their entire existence. I can't help but notice it's quite reminiscent of the way people react to having their religion crtiticised.

My point however, wasn't so much to make a case for realism in role playing games or argue against unrealistic ones (I specifically pointed out that i had no problem with games which are intentionally unrealistic!) but rather to start discussion of and create a resource for the idea of making 'hard' rpg's more realisitc.

At any rate. JB wrote:



Drifter,

I didn't finish the article. I didn't find it captured my interest. When I read this:


Quote:
Some fans of RPG’s consciously welcome this as a positive development. Frustration with the previous bungled attempts by designers to improve realism has fostered a general hostility toward historical grounding, and a deliberate intellectual defense of what has become the recognizable trend toward "anti-realism".



Well, perhaps you should have read a bit further before reaching a conclusion, since your assumption about the article was incorrect.

In this case I was referring to a specific article which was written in defense of "anti-realism".




My bias detectors began jangling. Then just a bit further down we have:

Quote:
There always will be a fan base for professional wrestling, and there will always be gamers who prefer low-brow rule systems and reject concepts like “internal consistency” outright.

I felt offended at this point, as I have a need for respect, and didn't feel
motivated to continue. I would have enjoyed the article more, which goes on to fairly characterize gamers who like game mechanics that closely simulate in-game-world events, if it hadn't started off on this tack of bemoaning the state of the industry as if there is some ideal game out there, with the others being pale imitations or failures.


I wasn't bemoaning the state of the entire industry, but rather of the majority of games out there which are ostensibly meant to be somewhat realistic but aren't in the least. I was 'bemoaning' the lack of realism in the mix of both realistic games (with the exception of TROS) and those which fall somewhere in the middle, meant to be a balnce of realism and fantasy abstraction.


There are many crappy game systems out there, and many that advertise themselves as "realistic" and either don't deliver on that promise or that seem to have a pretty weird or nonexistent idea of what "realistic" means. However, there are also a good number of games that operate on a whole different tack from the Riddle of Steel and succeed in satisfying what brings their players to the table. Look on the rest of the Forge for plentiful examples. You may not enjoy these kinds of games but I hope future articles will dwell on what satisfies and delights what you want in gaming, without dumping on what other people enjoy.


I quote from the article, perhaps you skipped this part:

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.

My point was merely that games which were assumed by most people to have realistic combat systems had nothing of the sort. But I even went on to make it clear that people were entitled to do pseudo realism in "hard" fantasy games as well if they want to:


And ultimately, if you are happy running your hard fantasy campaigns in a world of chainmail bikinis or double bladed spinning boomerang axes, then you will be quite well accommodated by the current industry trends. The road to combat realism is a hard slog against the current and it’s definitely not for everybody.



--JB
_________________

JR

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On 9/30/2003 at 8:21am, contracycle wrote:
RE: Realism in RPG's and the Riddle of Steel

Dude - its not for everybody not only becuase they are to wuss to make the slog, butbthey don;t necessarily WANT to make the slog. I think the problemn with the article people are identifying is that it presupposes a One True Way, and that of course gets up peoples noses. It's perfectly legitmiate to say that the present state of the iundustry does not suit YOUR preference, but frankly, why should I care?

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On 9/30/2003 at 8:49am, MonkeyWrench wrote:
RE: Realism in RPG's and the Riddle of Steel

I thought the point of the acrticle was about consistency. If it an RPG is going to claim realism, but then fails to reinforce those claims then thats inconsistent. To me unless a game explicitly says that it does not concern itself with realism then I assume that they are trying to do things realistically. If said game then fails to provide realism this puts a bug up my ass. I never really got the impression that the article supported one way of playing.

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On 9/30/2003 at 8:52pm, tauman wrote:
RE: Realism in RPG's and the Riddle of Steel

I enjoyed part one and look forward to part two. I especially agree about the lack of differentiation of weapons. Why, in AD&D for instance, would anyone who can use a longsword use any other one-handed weapon (unless the 'to hit vs. armor' adjustments are used)?

I think that eventually, FRPGs might have a renaissance of accuracy (or at least I can hope).

Be sure to let us know when part 2 is out...

tauman

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On 9/30/2003 at 10:13pm, Gordon C. Landis wrote:
Re: Realism and sensitivity

Hi Bob,

Just to help you (perhaps) understand why people are bent out of shape by parts of the article:

Drifter Bob wrote: I should add that I am not opposed to games which are silly because they are meant to be silly.

You point to this as an example of why people shouldn't be upset with the article? Can you not see how incredibly condescending that sentence is? "Well, if you WANT a silly game, that's OK - nothing wrong with that."

There are alternatives to your approach that are in no way "silly."

Reading your comments above, I guess this article is in some ways a response to another that belittled your preferred approach. That may help explain your, ah, agressive tone, but as a reader of the article without that context, it makes it all-too easy to dismiss the article as reactionary and not well-considered.

I think you *do* have some well-considered points in there, and I look forward to part two - but I also think you'd be well served to lose the attitude. Frankly, even your . . . clarifications? (appologies doesn't seem to fit) about your tone in-thread are pretty back-handed (reminiscent of religion? What, someone who's offended by being called "silly" is now some kind of fundamentalist?)

There's enough good stuff in what you're saying that I hate to see it get lost because of some really unnecessary aggresion.

Gordon

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On 9/30/2003 at 10:48pm, Salamander wrote:
RE: Realism in RPG's and the Riddle of Steel

tauman wrote: I enjoyed part one and look forward to part two. I especially agree about the lack of differentiation of weapons. Why, in AD&D for instance, would anyone who can use a longsword use any other one-handed weapon (unless the 'to hit vs. armor' adjustments are used)?

I think that eventually, FRPGs might have a renaissance of accuracy (or at least I can hope).

Be sure to let us know when part 2 is out...

tauman


I believe that the renaissance of improved accuraccy may be an unrealistic ideal. As has been mentioned previously, the grail of accuracy is only sought by a very few. The majority of players out there want to go out kick some hiney and get the girl.

I have no problem with this. I've recently had two players leave my group because I would not do this... but I won't hold it against them. We just weren't in the same place is all...

Few players want to have to stop and think, "gee, this guy could kill my character". My current group loves this stuff and play accordingly, great fo me and them, but not so cool for others.

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On 10/1/2003 at 12:08am, Brian Leybourne wrote:
RE: Realism in RPG's and the Riddle of Steel

Salamander wrote: The majority of players out there want to go out kick some hiney and get the girl.


It's certainly preferable to kicking the girl and getting some hiney :-)

Brian.

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On 10/1/2003 at 2:07am, Drifter Bob wrote:
silliness

Drifter Bob wrote:
I should add that I am not opposed to games which are silly because they are meant to be silly.

You point to this as an example of why people shouldn't be upset with the article? Can you not see how incredibly condescending that sentence is? "Well, if you WANT a silly game, that's OK - nothing wrong with that."


Aain, I guess it depends how offended you get by the label silly. Silly is something I engage in all the time. I don't think of the term as perjorative.

I was pretty clear about the point that "comedic and super hero games can do with out realism altogether" and pointed out that games like feng shui, call of cthulhu, and the Dying Earth role playing game were good examples of systems which didn't need realism. I don't think i was being condescending about that.

As for aggressions, well I am aggressive, and frankly, the low quality of a lot of RPG's merits a bit of aggression. Regarding the religious fervor of some RPG players, isn't it accepted terminology to describe "canonical" adherance to rules systems? I didn't invent this, it's a reality. Many people fear change in what has become larger than life for them. They want the great and powerful oz and don't want the curtain pulled aside no matter what.

Finally, to the guy from San Jose, I couldn't suss out from your post if you play unrealistic or realistic?

Anyway, to reiterate yet again, my point is not that all games should be realistic, but that to whatever extent games derive some of their internal logic from real history, real phsyics etc., they they should base that on REAL reality, not some faux reality.

My only criticism is when a game is not internally consistent. Either be internally consistent and have people fight each other with venomous flowers say, like in a Gene Wolf novel, or if you ARE going to be basing your combat system on medeival combat, and if you ARE going to do it up fairly complicated, some players AND designers might want to consider going back to the real sources for a 'reality check'. The laymans state of the art on all this stuff has advanced quite a bit since the 70's, a lot of interesting new things have been learned in historic literature (the fehctbuch translations!) in archelogy, and in many other related areas. T

For the umpteenth time, I'm not demanding that every RPG, even every ostensibly reality - based RPG be meticlously realistic and complicated, I'm just saying that the underlying basis of the physics and history, if you are using that, is a bit off these days. whatever degree you want to apply that core realism, is up to you as a designer and a player.

JR

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On 10/1/2003 at 4:51am, 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.

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On 10/1/2003 at 7:17am, Gordon C. Landis wrote:
Re: silliness

Drifter Bob wrote: Finally, to the guy from San Jose, I couldn't suss out from your post if you play unrealistic or realistic?

Easy answer - I've done both.

To tell you the truth, I consider the question kinda pointless without one heck of a lot of context. Nowadays, I'm more likely to be bothered by the "unrealistic" lack of personal relationships in the lives of PCs than I am by the fact that the game fails to properly account for the speed of a knife. I'm more interested in a game that feels real than one in which the resolution system properly models medieval melee combat. Now, there's no reason that the latter has to get in the way of the former - RoS is a good example of this, IMO. But I'd focus on that feels-real goal and only worry about the other stuff if/when it impacts that.

And it does impact it, some times, and in some ways. That's what I see as the valuable part of your article (and would hope to see more of in part 2) - pointing at the places where "the way things are done" in RPG melee combat just doen't make sense, and suggesting that there are ways designers could fix that. But you shouldn't imply that unless someone does go down the road you point to , all they can get is silliness.

Hope that's understandable,

Gordon

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On 10/1/2003 at 7:54am, contracycle wrote:
RE: Realism in RPG's and the Riddle of Steel

Brian Leybourne wrote: It's certainly preferable to kicking the girl and getting some hiney :-)


Depends who you talk to.

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On 10/1/2003 at 10:37am, Brian Leybourne wrote:
RE: Realism in RPG's and the Riddle of Steel

contracycle wrote:
Brian Leybourne wrote: It's certainly preferable to kicking the girl and getting some hiney :-)


Depends who you talk to.


Uh, yeah. Fair call. Wasn't thinking. Sorry.

Brian.

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On 10/1/2003 at 11:46pm, Jason Kottler wrote:
RE: Realism in RPG's and the Riddle of Steel

I am continually amazed at the number of people (around the Forge, even) who seem to never have heard of GURPS. GURPS differentiates between cutting, impaling, and crushing damage. It differentiates between armor's ability to absorb and deflect blows. This is important because it makes sure that while the guy in the plate feels sufficiently strong blows, it also makes sure that you can't just sit there an punch your way through a brick wall via bloody-minded persistance. Unless you're Superman. It offers dodging, blocking, and parrying as separate defensive acts. And damage is damaging. If two relatively healthy people start swinging big pieces of steel around at each other, either or both of them are going to be very unhealthy in short order.

Don't get me wrong, I don't hate your article. Also, I'm a big TRoS fan, and so are my players. But GURPS has been around since the late 80s. If you never saw it or dismissed it because it could handle a lot of genres, take another look now.

I see so many things that are different from D&D hailed as "new and revolutionary!" just because they aren't D&D like. Lemme tell you...there are lots of games out there with good combat, lots with classless characters, lots with other features you might consider remedies for bad pieces of D&D.

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On 10/2/2003 at 2:48am, Drifter Bob wrote:
RE: Realism in RPG's and the Riddle of Steel

Jason Kottler wrote: I am continually amazed at the number of people (around the Forge, even) who seem to never have heard of GURPS. GURPS differentiates between cutting, impaling, and crushing damage. It differentiates between armor's ability to absorb and deflect blows.


I'm pretty familiar with GURPS, some of my friends are rather fantatic adherents to it. I agree it's a lot better than D&D, but I think it does make a lot of the technical mistakes I mentioned, and most of the fixes, being later add -ons, fit rather clumsily IMHO. Some people wouldn't feel that way, of course.

I think Steve Jackson makes very elegant ultra simple games but he doesn't do as well when the layers of complexity start piling on.

I see so many things that are different from D&D hailed as "new and revolutionary!" just because they aren't D&D like. Lemme tell you...there are lots of games out there with good combat, lots with classless characters, lots with other features you might consider remedies for bad pieces of D&D.


I know there are a lot of great games out there. I havent' seen many with very good combat systems. Could you mention a few other than GURPS and TROS?

JR

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On 10/2/2003 at 2:51am, Brian Leybourne wrote:
RE: Realism in RPG's and the Riddle of Steel

Drifter Bob wrote: I know there are a lot of great games out there. I havent' seen many with very good combat systems. Could you mention a few other than GURPS and TROS?


"Good" is a pretty loaded word, Bob. Are you defining "good" in this context as "realistic" (that seems to be what you're saying) or something else?

Because, frankly, one mans "good" is another mans "crap".

Brian.

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On 10/2/2003 at 4:16am, Drifter Bob wrote:
Best games

Well, I guess I meant in terms of having satisfying combat systems, if not necessarily realistic. But I have to be honest, I don't know the current generation of rpgs that well, having quit for a long time in the early 90's. I can tell, whether they agree with me or like my article or not, there are some smart people here. Lets hear some people sound off, what are your favorite top 6 rpg games, for whatever reason?

I'll list my top 6 (you can see how dated I am)

Original D&D
Call of Cthulhu
GURPS
Paranoia
Dying Earth RPG
TROS (even though I've never actually played it with another person!)

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On 10/2/2003 at 6:48am, Spartan wrote:
Re: Best games

Drifter Bob wrote: Well, I guess I meant in terms of having satisfying combat systems, if not necessarily realistic.


Well, other combat systems which I find very satisfying are those of HârnMaster (has some maneuvers, detailed injuries and armour... it's kind of BRP-like, though more elegant IMO) and Arrowflight (d6 roll-under dice pool, has bonus maneuvers for increasing proficiency... vaguely TROS-like). Like TROS, HârnMaster combats are very descriptive, intense, and deadly. I'm still just noodling about with Arrowflight, so I can't give an in-depth analysis of it.

FWIW, TROS and HârnMaster have the most realistic combat systems I've used. I'd have a hard time picking between them if I had to pick only one to play.

-Mark

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On 10/2/2003 at 1:58pm, Ron Edwards wrote:
RE: Realism in RPG's and the Riddle of Steel

Hi Bob,

My top pick for a combat system which does its job best is Swashbuckler (Jolly Roger Games). It is aimed more at classic movie sword-athletics, but the logic and flow of play are impeccable. Its flaw is that the game text can be extremely misleading; I had to have a conversation with the author in order to grasp how to use the system.

Best,
Ron

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On 10/2/2003 at 8:48pm, Brian Leybourne wrote:
RE: Re: Best games

Drifter Bob wrote: Well, I guess I meant in terms of having satisfying combat systems


Hmm, different strokes for different folks I guess. I have gotten to the point (ironically, since I write for TROS) where I am turned off by many RPG's because of their heavy focus on a combat system. That's a holdover from the really really old days when RPG's were an extension (or, better to say a descendant) of wargames. I don't really see why there needs to be a more detailed system for combat than anything else in the system.

Curse you, The Forge. You made me think!

Having said that, TROS is an exception. Because the combat is so realistic, it works really well and is not only a lot of fun but also perfectly OK to be more defined than the rest of the system. When I do want a good gritty game, there's none better (and I'm not just saying that because the boss will probably read this *grin*).

Drifter Bob wrote: I'll list my top 6 (you can see how dated I am)

Original D&D
Call of Cthulhu
GURPS
Paranoia
Dying Earth RPG
TROS (even though I've never actually played it with another person!)


Interestingly, even though you define a good game as one with a realistic/interesting combat system, at least two of your top 6 games de-emphasise combat.

My top 6? Hmm... Well, games jostle for position up there all the time of course, but overall, I would have to say (in order):

TROS
Sorcerer
Dying Earth
Amber DRPG
7th Sea (the concept and setting, not so much the rules)
Deadlands (ditto)

For coolness concept alone, Universalis would like to have a place in that list, but I havn't actually got a copy yet (slack, I know) so I'm only going on all the cool things I have read. Sorry Ralph/Mike :-)

Brian.

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On 10/2/2003 at 9:54pm, Mike Holmes wrote:
RE: Realism in RPG's and the Riddle of Steel

Bob,

I think it might help to read my standard rant on combat systems. Hopefully it might give you some perspective on some of the ideas some of us have around here. Part of our communication problem is that I don't think you understand the theoretical angle from which we approach game design.

Have you seen the game InSpectres by Jared Sorensen? In that game, there are Stress Rolls that cause players to lose points from their stats that are caused by anything from too many phone calls to being in buildings when they explode. But they can't die. Players who've played this have found it to be highly realistic (not to mention pertinent to their everyday lives). Does that seem odd?

I'm tempted to ask you to read my #1 Rant, but I'm afraid that you might be offended. We seem to have gotten off to a fairly rocky start here.

But, it should suffice to say that there are an amazing number of games out there with what many would consider very realistic, very good combat systems. Despite very different designs.

Mike

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On 10/3/2003 at 1:38am, toli wrote:
RE: Realism in RPG's and the Riddle of Steel

Hey.

If you like Harn, you might like RuneQuest as well. They are basically the same system. RQ is a little less detailed. I often think of Middle Earth Role Playing being a bit like TROS because you have to make some decisions concerning how much offense vs. defense.

I'm fond of:

TROS
HARN
RuneQuest
Dying Earth
Pendragon
Talislanta

TROS is the only one that is much more than a statistical outcome system, however. Most other games of which I am aware just resolve to hit probabilities...

NT

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On 10/3/2003 at 1:42am, Drifter Bob wrote:
RE: Re: Best games

Brian Leybourne wrote:
Drifter Bob wrote: Well, I guess I meant in terms of having satisfying combat systems


Hmm, different strokes for different folks I guess. I have gotten to the point (ironically, since I write for TROS) where I am turned off by many RPG's because of their heavy focus on a combat system. That's a holdover from the really really old days when RPG's were an extension (or, better to say a descendant) of wargames. I don't really see why there needs to be a more detailed system for combat than anything else in the system.


To me, it really all depends on the specific game. Some rely on realistic mechanics in any given area more than others. My commentary was more directed toward games which seem to rely on a combat system by default, but don't execute it all that well. In the case of true genre type games, it may not be necessary to have a combat system, or any basis in realism. Ultimately if it's satisfying and 'feels' like it works, then it's good, regardless. I just don't think that is true of a lot of rpg's, especially the more popular ones.

Having said that, TROS is an exception. Because the combat is so realistic, it works really well and is not only a lot of fun but also perfectly OK to be more defined than the rest of the system. When I do want a good gritty game, there's none better (and I'm not just saying that because the boss will probably read this *grin*).


TROS is, I think, an excellent example of what more genuine realism can bring to a game. By realism, I DON'T necessarily mean more detail or more complexity. I think people made this assumption because I did include weapon and armor lists in my essay. I think frankly TROS is so good primarily because it's designers had a firm grasp of the true dynamics of combat in mind when they designed it. I think realism and historical grounding in general will measure up very well indeed to "pure abstraction" in most cases in exactly this way. I hope TROS influences other games in fact, at least if they aren't going to do their own resaerch.

Interestingly, even though you define a good game as one with a realistic/interesting combat system, at least two of your top 6 games de-emphasise combat.


Again, I don't define a good game this way. Not all games need a basis in realism or much of a combat system at all. Others have their own way of abstracting the combat which works. Still others (say the original Call of Cthulhu) do suffer somewhat from poor realism in certain aspects of the game (combat and the insanity rules) but the focus of the game isn't on combat much and the setting and overall quality is so good that it's still a heck of a lot of fun anyway. (Having said that, I think an elegant, realistic combat system might have made Call of Cthulhu more immersive and better)


JR

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On 10/3/2003 at 8:05am, contracycle wrote:
RE: Realism in RPG's and the Riddle of Steel

I think your projection of the link between realism and complexity onto us is not accurate. I don't think anyone has ever responded to any of your posts with an objection based around complexity. I would suggest you stop trying to invent reasons for our disagreement, and rather tackle the disagreement (if any) directly.

Now, on to systems. My prize for combat realism goes to Milleniums End and related systems. Hit location is detemrined by placing a "bullet fall" deviation diagram over a target diagram (humans in various poses, dogs, what have you) and dicing to determine where the bullet actually goes. Penetration of flesh, and whether bones are broken or organs penetrated, are determined on a large grid of injury-by-location effects with multiple lines to handle things like blood loss and permanent wounds.

It is marvellously detailed and well reserched, as far as ballistic injuries go. A cut down version of this targetting system was used for the Babylon 5 RPG, and recieved mixed reviews. I find the ME system admirable, but too inelegant to be my preference at the table.

By contrast, I suggest that HW/HQ can be an extraordinarily realistic system IF the participants know this stuff themselves. Because the fluidity and elegance of the resolution mechanism allow this detail to be incorporated as part of the negotiation between GM and player. There is absolutely no reason why you could not give a description like "your blow does not penetrate his mail but does crack his fourth rib". Most systems would need unbearable complexity to produce so fine a result; the price HW/HQ pays is that this is unlikely to be applied consistently and universally, even by the same GM.

I don't believe the problem involves a necessary objection to complexity. But, it has to be said, there are so many variables in injury and combat that a system aimed at being encyclopaedic inevitably becomes complex, especally considering the limited information processing bandwidth at the table.

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On 10/3/2003 at 2:31pm, Mike Holmes wrote:
RE: Realism in RPG's and the Riddle of Steel

Gareth nails it. It's not complexity, but detail that we're talking about. Detail creates focus. If you have a list of weapons, that tells the player that it's something that he ought to consider. Does the list have damage ratings? Then that's something he should consider. Weights? Costs? Also, it has nothing to do with the amount of detail, just the nature of it. Does the equipment list have Earth specific armors listed with an explanation of just how realistic they are? Then that informs the player that the game is about that sort of realism. Even if it's not intended.

These things all are part of the creation of focus of a game.

So, does D&D intend to be focused on combat? That's the crucial question. And the answer is, in early editions, it wasn't sure what it was focused on. As a new medium, Gygax and gang were just adding things as they went as seemed to make sense at the time. Not without thought, but certainly without the perspective of several decades of play to see what the result is.

Which is to say that D&D is conflicted in many ways. It says that it's about creating a story about the characters, but then the rules mostly center around how to kill things and what neat stuff they have to take.

Now, decades later, looking back on what they had wrought, they hand over the system to a designer on the cutting edge. He takes a look at it, and decides that, if he's going to be limited to all the "unrealisitic" requirements of D&D so that the game remains D&D, that he's going to have to rediscover it's focus. Looking at what they had, he sees that its certainly about combat, but it's also just as certainly not about realistic combat. Or, rather, given all the more realistic games created in the decades in between, it's certainly not realistic now.

So what does he do? He decideds to pick up on the fantastic elements, and emphasize them. 3rd Edition is an attempt to make a game that's not at all realisitc per se, but a reflection of itself in earlier incarnations. That is, play of D&D created an entire genre of it's own, and the current edition plays to that very unrealistic, but apparently very fun to mess with, genre.

It would do itself a disservice to it's own goals by trying to be more realistic on principle. This would require injecting detail that would distract from fun, effective play of that particular system. That would detract from what is, now, a well defined vision of play.


Know what? I don't like D&D. I don't like that particular vision. Given a choice between two games, one with a more "realistic" model, and one more like D&D, I'll go with the other model. I'm a huge fan of TROS for this reason.

But I don't believe that my predilictions are held by most others, nor that they should be. This is my personal preference, and I'll support others with other visions.

Now, as I've said, yes, if the goal is actually realism for a game, and it's realism like you define it, and they don't achieve that because of lack of research, that's a real problem, yes. No doubt. And I do think that happens. But only occasionally. I think that games with the same agenda that you want to see are rare, and that there are plenty that want to be realistic that do a fair job.

Could these few be improved by some of your suggestions? Maybe. But a particular game's vision is so specific to that game, that unless we're dealing with a specific game, I'd be loathe to suggest specific alterations.

But give me a specific game, and I'm all over it. TROS for example. It can be argued, in fact, that realism isn't one of TROS's primary focuses. But let's assume that it is for purposes here; I work under that assumtion most of the time. Reading this forum alone, you can see the work that I have done or supported that speaks to increasing the realism of a game that you claim is already amongst the most realistic. See the posts on Toughness, and the "Naked Dwarf" syndrome, for example.

You see, nobody here is against realism in any way. We're only for identifying first what realism means for the game in question and nailing it down for that particular vision. So, before you go talking about straw dogs, make sure you're not building any yourself.

The only place that we disagree, IMO, is in the number of games that have the problem that you claim, and that I see the fixes for a game as being specific to that game (I don't think there are any blanket measures that help many games, not even research).

BTW, we talk subjects like this to death here all the time. Here's a link to one that I remember participating in: http://www.indie-rpgs.com/viewtopic.php?t=5402

Mike

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On 10/3/2003 at 7:28pm, Drifter Bob wrote:
RE: Realism in RPG's and the Riddle of Steel

toli wrote: Hey.



I'm fond of:

TROS
HARN
RuneQuest
Dying Earth
Pendragon
Talislanta

NT


I think it's interesting that a couple of y'all mentioned the Dying Earth as one of their favorite games, I had no idea it was that popular or well known. I am a big Jack Vance fan, and have worked as free lance writer for Pelgrane Press for a couple of years. I did a few monsters for a monster book they haven't released yet, a couple of 'cozerners expedients' for thier suppliment / publication "The Excellent Prismatic Spray" and recently finished a book of Dying Earth spells as a D20 suppliment, which will be released some time before the end of the year, or so I have been told.

JR

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On 10/3/2003 at 8:56pm, Brian Leybourne wrote:
RE: Realism in RPG's and the Riddle of Steel

I was actually one of the original playtesters for Dying Earth (still have the original word docs of the book on my HDD) but had to bow out due to time pressures and so didn't get my name in the book, damnit :-)

Brian.

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On 10/3/2003 at 9:21pm, Mike Holmes wrote:
RE: Realism in RPG's and the Riddle of Steel

Small hobby, isn't it?

Anyhow, I think that you'll find that there are a lot of avid Laws fans around here. Hero Quest is currently my favorite game.

Mike

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On 10/4/2003 at 3:41am, casinormal wrote:
RE: Realism in RPG's and the Riddle of Steel

Top 6 games:
RuneQuest (though my campaign world is cooler than Glorantha)
TROS
Shadowrun
Vampire (or Hunter, for that matter-alot of White Wolf games could easily adopt the TROS combat system)
Warhammer (More for the campaign world than anything else)
Lord of the Rings (the classic never dies)

I haven't tried Harn or Pendragon, but I've heard good things about them. DnD was my first, because of other friends when we were kids, but I've evolved now.
Games should not be silly in the childish sense, but that should be laughable and fun. It's just a game, right? I guess people play what suits them, realistic or no. I like gritty realism, and roleplaying rather than rollplaying, but the top priority for a game is fun-ness; being interesting and realistic is merely nice. Really, being realistic depends mostly on the GM. I've known a TROS seneschal who actually did a lighthearted, almost-silly campaign. (Heaven Forbid!!)

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On 10/4/2003 at 1:53pm, Richard_Strey wrote:
RE: Realism in RPG's and the Riddle of Steel

Do any of you know where one could get Pendragon these days? I had a look at it once, but that was... back in the other millenium. *g*

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On 10/4/2003 at 7:54pm, Brian Leybourne wrote:
RE: Realism in RPG's and the Riddle of Steel

Richard,

It's still being produced and there are a lot of splatbooks. Ask your FLGS, they could get it in for you.

Brian.

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On 10/5/2003 at 7:58am, Drifter Bob wrote:
RE: Realism in RPG's and the Riddle of Steel

Mike Holmes wrote: Gareth nails it. It's not complexity, but detail that we're talking about. Detail creates focus.


Yeah mike, but y'all were still missing my point. I'm not advocating complexity or detail. The precise level of either is up to the game desginer. This isn't presenting the whole picture but it's a good analogy: Whether you have three types of weapons in your game with two characteristics each, or 150 types of weapons with 20 characteristics each, in either case I'm just saying that the weapons and their characteristics, however many you are incorporating, should be based on reality,

(or B) be based on some thoroughly internally consistent alternate reality from your genre)

and if you extraploate that into the realms of physics, history, and combat mechanics (and beyond!), then you get where I'm coming from.

Anyway, rather than try to rehash this the same way yet again, I'm going to try to come at it from another angle. I did read your 'standard rant' (quite cleverly put together, by the way) and I think I understand some of the misapprehension that has been going on here a bit better.

I think it may be clearer to y'all if you understand that despite knowing about TROS and writing for Pelgrane Press, I have not been involved in or even aware of the development of independent rpgs really at all since back in the day. So I wasn't really aware of some of the new game systems or some of the theoretical trends in here.

What I get from your piece about combat systems Mike is that you have basically identified the same problem that I did (more or less in a vacuum), but are coming at it from a different direction, which is ok.

The problem we both see is this legacy of half formed, not sure what it's supposed to be, neither here nor there mush which crept into D&D, and from there was copied into nearly every major rpg of the 80's and early 90's, a key component of this being that cumbersome, unsatisfying, and often poorly integrated combat system which as you correctly point out, is really a legacy from the miniatures war-games which D&D evolved from.

I see the same problem, and my solution is to go back to the drawing board, do some more original research instead of being so derivative of the 'homework' which was done in the 70's and before that.

For me, the point of no return was when i saw a "real" double bladed sword that was being sold on Ebay as a "ninja" weapon. This was obviously a copy of of the idiotic D&D double sword, itself a derivative of a weapon from one of the new Star Wars movies. I know some people like those 'double weapons', I even read one anti-realism rant someone did specifically in praise of them, but they always rankled me, even before i found my cause as a fanatical mindless crusader for realism. I always felt that there was something a bit unhealthy about the phoniness of those things, but then when I saw proof: a stainless steel one on ebay for $19.99. I imagined some wannabe Ninja geek trying to actually use that incredibly dangerous thing in front of a mirror somewhere, and winced. It spooked me. Thats when I wrote my article.

It's the gilligans island syndrome: I feel a bit sick when I realise how many episodes of gilligans island, fantasy island, the love boat, beverly hillbillies and other utterly moronic insipid tv shows, not to mention commercials, dumb religious stories, false history, and etc. and etc. , were floating around in my head. There is a Stanislaw Lem story which jokes about this, about the danger of ever increasing oceans of mediocre and meaningless information, but to me it's serious, I feel sick about the amount of meaningless information floating around in my head, and the heads of everyone in the world. (I think stupidity and lies in the media and TV is much more dangerous than the sex or the violence) I think information should have meaning. Anyway, that was the motivating cause of my crusade, and what lead me to my 'solution'

But really, there are at least two ultimate 'solutions' (why is this starting to sound like a nazi speach?) and though I did aknowledge this in my rant, I thought it was kind of self evident to i didn't dwell on it perhaps enough. I certainly apparently did not clearly identify what I meant by realism well enough, because again I thought it was self evident, not really knowing what people in places like this were thinking.

I understand now how many of y'all are moving in the direction of ditching realism altogether, as you understand it, to regain control over the overall structure of a game. I applaad that clear approach to game design, within it's own context, but I think there is a pardigm shift here, we really both agree and disagree. Ultimately what I'm really talking about is that we should have a high standard for internal logic, (even if it's a game like paranoia which had the internal logical of total illogic) genre based games should be true to their genre, and they certainly don't all need to do combat like TROS.

But on the other hand, more game systems than I think y'all are really realising do have some basis in realism, and this goes beyond just combat realism. To use a new term I learned here, there is a little "SIM" in even some of the most abstracted games. To whatever extent it is there is, I say do it right.

I'd like to see that core of combat realism redone, done right, and used as a beach-head- to expand the realism and logic, and interesting insights into the human condition, into rpgs in general.

Because I think rpgs are not only fun, but a fascinating way to model the world, a new literary genre, and much more. I take them seriously, even the most ridiculous ones. Even the silly ones! Some people took me to task for using the term silly, but I embrace the silly. I embrace it all, except for the mushy middle of the road mediocrity.

I hope y'all understand my perspective just a tiny bit more now


So, does D&D intend to be focused on combat? That's the crucial question. And the answer is, in early editions, it wasn't sure what it was focused on. As a new medium, Gygax and gang were just adding things as they went as seemed to make sense at the time. Not without thought, but certainly without the perspective of several decades of play to see what the result is.


Perhaps I am incorrectly informed, but I had read about this a much different way.

Which is to say that D&D is conflicted in many ways. It says that it's about creating a story about the characters, but then the rules mostly center around how to kill things and what neat stuff they have to take.


thats true, without a doubt.

Now, decades later, looking back on what they had wrought, they hand over the system to a designer on the cutting edge. He takes a look at it, and decides that, if he's going to be limited to all the "unrealisitic" requirements of D&D so that the game remains D&D, that he's going to have to rediscover it's focus. Looking at what they had, he sees that its certainly about combat, but it's also just as certainly not about realistic combat. Or, rather, given all the more realistic games created in the decades in between, it's certainly not realistic now.

So what does he do? He decideds to pick up on the fantastic elements, and emphasize them. 3rd Edition is an attempt to make a game that's not at all realisitc per se, but a reflection of itself in earlier incarnations. That is, play of D&D created an entire genre of it's own, and the current edition plays to that very unrealistic, but apparently very fun to mess with, genre.



again, I'm much more cynical about how this whole process worked. I see the new edition as being a half assed attempt to bring D&D back to the standards of some of the other games out there (things like adding the skills and feats in, for example), combined with a largely successful attempt to pander to a certain audience with all the goth clothes and stuff.


It would do itself a disservice to it's own goals by trying to be more realistic on principle. This would require injecting detail that would distract from fun, effective play of that particular system. That would detract from what is, now, a well defined vision of play.


I don't think realism would in any way distract from or distrupt the play of D&D, I think it would only make it better. Detail, might be disruptie, but better realism, I don't think so. I also don't think that D&D is a well defined vision of play by any stretch of the imagination.


I think that games with the same agenda that you want to see are rare, and that there are plenty that want to be realistic that do a fair job.


Hopefully after the above you understand a bit better what my 'agenda' is.

Could these few be improved by some of your suggestions? Maybe. But a particular game's vision is so specific to that game, that unless we're dealing with a specific game, I'd be loathe to suggest specific alterations.


My 'suggestions ' are meant to be an attempt to improve the basic body of technical knowlege that many games can and do draw from, to replace the old baggage with some new research. They are not intended as specific improvements for specific games.

You see, nobody here is against realism in any way. We're only for identifying first what realism means for the game in question and nailing it down for that particular vision.


I agree with that premise entirely

(I don't think there are any blanket measures that help many games, not even research).


Again, here, sadly, we disagree...

JR

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On 10/6/2003 at 3:52pm, Mike Holmes wrote:
RE: Realism in RPG's and the Riddle of Steel

Drifter Bob wrote: Yeah mike, but y'all were still missing my point. I'm not advocating complexity or detail. The precise level of either is up to the game desginer.
You keep saying that, but I don't think it's true. I do think that we're closer than ever to an understanding of each other's position. But to the point, I argue against your position not for the first time. This is about the third time I've seen the exact same arguments that you make. I understand that it's not about the amount of detail. As I posted, it's not about how many weapons on the list, it's about what you list about each weapon. Not how many things you list, but the nature of the things you list.

For example, I could make a list with only one stat for each weapon, Coolness. That could work to make a very functional game. But what it would do is to inform the players that the game was not about realism in terms of how much the weapon weighs, but in how much it influences the ability of the attacker to intimidate their foe and gain the upper hand. Which some research would tell you is important. Armies often wore tall hats to be more intimidating. Now, is my method more "realistic" than yours? No, not at all. But it represents a different part of reality.

All systems are abstractions of some sort. To that extent they model some subset of elements that could be included to represent a situation "realistically". Going with the physiscs model, for instance, I could point out that the models that you specify don't consider material strengths of weapons and armor in truely realistic manners. Things like lever arm moments of intertia aren't being considered in any but the most gross means. Surface areas of impacting objects aren't being looked at closely enough. The effects of ambient electrostatic charge on molecular bonds that are broken by weapon impact....

And you say, "Ah, but that's what the die roll represents, are all these less important parts of the physics model." To which I respond, "Ah, but that's the same thing that I'd say about my Coolness model. What you condsider important is being accounted for by the roll, because it's less important in my system."

Neither of us can be, a priori, correct about this. We can only have our own opinions of what makes for a better abstraction. At some point its simply a decision what to model, and what not to model, and how to model it.

In the end what makes for a good game is a model that's entertaining to play. Now, for lot's of people, that model will approach something like what you see as optimal. It's a model that has a lot to offer, IMO, and one that I enjoy a lot. I have a system of spreadsheets that model "reality" so closely that the system underneath could never be played satisfactorily without a computer because of the large number of steps involved (including some of the stuff I mention above). So, I think I can say with some confidence that I'm a proponent of this sort of modeling.

So, again, I agree that where actual mistakes have been made in terms of attempting and failing realism, these things ought to be fixed. But we continue to disagree on the subject of what needs to be fixed. That is, I think that "alternate" views of what is "realistic" are just as valid, and common.

As for D&D, Jonathan Tweet is hardly your garden variety designer. As author of Over the Edge, for instance, we see that Tweet understands the idea of differing levels of abstraction implicitly. I daresay he's the man responsible for half of the theory here in terms of games being able to portray things in a more wholistic sense (and less in terms of system handling things like, for example, combat detail). As such, going back to do D&D, I think we can see what he was doing in terms of playing to the D&D genre. If that were not the case, there are several interviews with him in which he says just that. He was given limitations XYZ, and given those he could only produce D&D 3E as he did, an homage to some gestalt that it itself had created.

Does this mean that it's still conflicted? Sure, but less so than before. It's more dedicated to it's own weird vision than ever before. For whatever that's worth.

I see the same problem, and my solution is to go back to the drawing board, do some more original research instead of being so derivative of the 'homework' which was done in the 70's and before that.
And I see the solution potentially as coming up with totally new visions for games as well. That is, these are all valid solutions. Some are done worse than others, yes, but until we know what a particular design is all about, again, how can you give blanket suggestions?

For example, saying "go with realistic armor" doesn't make any sense in a world that's not Earth, IMO. Because it was the circumstances on Earth that caused the armors to be created as they were in the first place. Change the circumstances, and you have an opportunity to change everything else.

I mean, if I can explain in detail how the feathers of the Grugur bird are used to make bodysuits of armor in Fallaria in sufficient detail, then haven't I made the same effort as the research of real Earth that you advocate? And if the focus of the game is not on that sort of detail, wouldn't it then be OK to not include that sort of detail in this case? So, isn't this lack of realism really just a dedication to a different vision? Sans commentary from the designer, it's hard to say. The only real measure of the success of the design is whether people had fun playing. And I garuntee you that there are lots of people that like D&D just like it is.

I imagined some wannabe Ninja geek trying to actually use that incredibly dangerous thing in front of a mirror somewhere, and winced. It spooked me. Thats when I wrote my article.
I'm not sure we need to be proteccted from that. I mean, either people know what they're doing, and just enjoying it despite it's unrealistic nature, or they're buying into it, and will eliminate themselves from the gene pool by trying to use such a weapon. Either way I'm satisfied.

There is a Stanislaw Lem story which jokes about this, about the danger of ever increasing oceans of mediocre and meaningless information, but to me it's serious, I feel sick about the amount of meaningless information floating around in my head, and the heads of everyone in the world.
As an existentialist, I could get into an argument about the meaning of meaning. But that's beyond the scope of what we're talking about here. Instead I'll just say that, sure, we can make these things more meaningful than they already are. But to some it's going to always just be a form of simple entertainment. In any case, I'm fine with both the more intelligent and less intelligent games (and TV) existing. As long at the more intelligent is still around. Insipid entertainment has been a societal valve for aeons (bread and circuses, said the Roman), and I doubt we're going to change that by adding the scramasax to a weapons list.

I understand now how many of y'all are moving in the direction of ditching realism altogether, as you understand it, to regain control over the overall structure of a game. I applaad that clear approach to game design, within it's own context, but I think there is a pardigm shift here, we really both agree and disagree. Ultimately what I'm really talking about is that we should have a high standard for internal logic, ...
But that's the manta of ths entire site. The question as we see it not whether to be logical. We agree totally that that's the most important thing in game design. The question is what to be logical about. We're not throwing out realism, we're trying other forms of realism, and some things that are not realism. We've said, do what you want, just do it well. And by well, we mean internally consistently. So that play created is fun.

To use a new term I learned here, there is a little "SIM" in even some of the most abstracted games. To whatever extent it is there is, I say do it right.
Again, no argument here. But even in games that support simulationism to a great extent, there's the question of what the game explores. It's amazing how many system say that they're about exploring "anything" for instance, and then go and have all their detail about combat. Well, how isn't that support of exploration of combat? Or a failure to support everything else as well as combat? It's the sort of detail, again, that a game looks at that determines what it's about, and what's likely to happen in terms of play of that game.

My 'suggestions ' are meant to be an attempt to improve the basic body of technical knowlege that many games can and do draw from, to replace the old baggage with some new research. They are not intended as specific improvements for specific games.
That's very cool. An, "if you want this sort of realism, here's some important facts," sort of approach is always sought (espescially on this particular forum). Nobody has said that your information was wrong or useless. Just that a designer should look closely at his design before deciding that this sort of realism is what they want.

And, then, yes, if they want that sort of realism, then go with your suggestions.

Here's a hard quesiton, however. How many games do we need that focus on this sort of realism? I mean, we've got Harn trying like mad, and games like TROS... Do more need to be about this sort of realism? Or should we just focus on improving the ones we have? I think there's always room for the new innovative game, don't get me wrong. But I think the last thing we need is more games trying to jump on the realism bandwagon and not doing anything really new. I mean, doesn't innovation in setting mean getting away from Earth-normal-combat-physics? Or at least focusing on something different? I'm still waiting on a realistic Marco Polo RPG that's all about Europe on the brink of discovering the East via trade. Now that would be new.

I'm not saying don't do this game if you're making a new game. I'm saying think about it. TROS is going to be hard to beat for a while, I think. And in terms of raw "realism" detail, I wouldn't want to go up against Harn. The first step in such a design is being able to say that you're doing at least this good a job. The next is to improve on it somehow.

BTW, you'll find on this site that there's a lot of debate about these things. Don't get the idea that what I'm giving you here is some sort of authoriatiative view of what everyone thinks. I have put out some general principles that a lot of people here ascribe to, but for each one that I do, there's bound to be a sizable contingent that disagrees. As such, you may want to look for some of those opinions as well.

For example, Marco, if you're reading, is there anything about my "text as focus of design" that strikes you as impropper? Or anything else that I've missed?

What we want here is debate, and we're happy to hear a dissenting voice. We only require that you try to understand our positions in the process; which you've had remarkable patience with to date, given the less than optimal introduction we game you. I'm glad you're staying and looking around.

Thanks,
Mike

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On 11/4/2003 at 1:58am, Drifter Bob wrote:
RE: Realism in RPG's and the Riddle of Steel

Mike Holmes wrote: As I posted, it's not about how many weapons on the list, it's about what you list about each weapon. Not how many things you list, but the nature of the things you list.


I still think you are not getting it. I'll paraphrase from part two of my essay, which is now out in a pre-release on the Forge in the RPG theory forum http://www.indie-rpgs.com/viewtopic.php?t=8556

Basically, better realism as I see it, dosn't mean you have 200 weapons instead of 20, or that you have 20 factors to describe each weapon you do have instead of 5. You can have 200 weapons with 20 factors or 5 weapons with two factors each, that is up to the game designer. My point is that you should make whatever data you are using be real data and not something you are pulling out of your ass. Unless, that is, there is some compelling design reason to modify it, like plot or genre reasons.

For example, in most RPG's there is a weapon listed called a long sword. Influenced by these equipment lists, gamers think that a long sword is a single handed knightly sword. This incorrect notion has crept into video games and cinema as well. Anyone remotely familiar with medieval history knows that a long sword is actually a two handed or hand and a half sword. That other blade would be called simple a 'sword', or an 'arming sword' or a 'single sword'.

It would be like if people in the far future were running games based on the year 2003 and they had equipment lists where they show you a picture of an M-16 and tell you it is a type of pistol. Or if they callled computers "Tv's" and TVs telephones. It's just wrong and if there is no reason to mis-identify it, why do so?

The same applies for physics as well as historical sources. Again, if in some future RPG based on modern times, there was a rule stating that your M-16 'pistol' could only fire one round every three turns due the time it allegeldy takes for muzzle loading like it was a 19th century musket, that would be silly. It sounds kind of funny and might be amusing to watch on TV, but unless you got a comedy game on your hands, why do it that way? The inept level of research on most RPG's

So ultimately, it's not about "my type of realism". The two documents I wrote were an effort, however flawwed, to provide a resource for RPG designers and players to improve the realism that they do use in their games, whether they are doing a detailed combat heavy game or an abstract game with an entirely different focus. I do go into a lot of detail so that I can have a useful 'library', if you will, that the entire range of gamers can use, but I am not advocating detial, complexity, or demanding that everyone put a screamsax in their equipment list. Though I do like screamsaexes!

Finally, I would like to add, combat is a place to start with because combat rules have been most tinkered with and developed, but rather than retreating from tryin to do combat well, I think examinations of many other aspects of life should be done which could enhance the playing experinece. I don't think they rule each other out, to the contrary. I really like for example the rules in Dying Earth covering personality archetypes and arguing / persuasion techniques, which I think are really insightful and also a lot of fun to play. Or you could also look at the amount of effort put into Call of Cthulhu to bring not only the spirit of Lovecraft to life, but the mood of the 1920's, thats one of the things I loved about the original Call of Cthulhu book, all the great source materail on travel, and life, and jails and everything else.

DB

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On 11/4/2003 at 3:37pm, Mike Holmes wrote:
RE: Realism in RPG's and the Riddle of Steel

Drifter Bob wrote:
Mike Holmes wrote: As I posted, it's not about how many weapons on the list, it's about what you list about each weapon. Not how many things you list, but the nature of the things you list.


I still think you are not getting it. I'll paraphrase from part two of my essay, which is now out in a pre-release on the Forge in the RPG theory forum http://www.indie-rpgs.com/viewtopic.php?t=8556

Basically, better realism as I see it, dosn't mean you have 200 weapons instead of 20, or that you have 20 factors to describe each weapon you do have instead of 5. You can have 200 weapons with 20 factors or 5 weapons with two factors each, that is up to the game designer. My point is that you should make whatever data you are using be real data and not something you are pulling out of your ass. Unless, that is, there is some compelling design reason to modify it, like plot or genre reasons.


Bob, you're belaboring a point that's been established for a while. You and I completely agree above. The only thing that we might disagree on is how often there is a "compelling design reason to modify it, like plot or genre reasons." I think that this is more frequent than you do is all.

In any case it's an aesthetic decision. So as long as you and I agree that's true, and that the designer should make it a considered decision, I'm not seeing what else there is to debate about.

So ultimately, it's not about "my type of realism". The two documents I wrote were an effort, however flawwed, to provide a resource for RPG designers and players to improve the realism that they do use in their games, whether they are doing a detailed combat heavy game or an abstract game with an entirely different focus.
And that's laudible, as I've said. I don't take umbrage with the idea that research like this can help a game. My only objection is with the idea that all games would benefit from this particular sort of information (as opposed to other sorts of information). But we seem to agree on that now, so...

Finally, I would like to add, combat is a place to start with because combat rules have been most tinkered with and developed, but rather than retreating from tryin to do combat well, I think examinations of many other aspects of life should be done which could enhance the playing experinece. I don't think they rule each other out, to the contrary.
Nobody said anything to the contrary. All we do here is try to find better ways to implement systems, for whatever their goals are. So, again, we completely agree that one should try to do a better job.

I think it's interesting that you'd feel that you have to make this point in the TROS forum. In fact, I think that this has gotten way past TROS, and that we ought to think about either getting back on topic, or moving the discussion.

Mike

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On 11/4/2003 at 6:29pm, Drifter Bob wrote:
RE: Realism in RPG's and the Riddle of Steel


Bob, you're belaboring a point that's been established for a while. You and I completely agree above. The only thing that we might disagree on is how often there is a "compelling design reason to modify it, like plot or genre reasons." I think that this is more frequent than you do is all.


I'm sorry, I just wanted to clear the air for the second chapter of my article, and frankly, to lure you into reading it, since I'd had the link up for two days and nobody had evidently read it, I was beginning to panic ;)

Please forgive me.

JR

P.S. I had originally posted the link to the article here on TROS because TROS was mentioned in a favorable light in the original article.

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On 11/4/2003 at 8:58pm, Mike Holmes wrote:
RE: Realism in RPG's and the Riddle of Steel

Drifter Bob wrote: I'm sorry, I just wanted to clear the air for the second chapter of my article, and frankly, to lure you into reading it, since I'd had the link up for two days and nobody had evidently read it, I was beginning to panic ;)
Not a big deal, I don't think (not my forum anyhow). But I have read the article and responded a little in the Theory forum.

Anyhow, it could pertain to TROS. Anything in TROS that you think needs adjustment? It's a hobby here.

Mike

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