Forum changes: Editing of posts has been turned off until further notice.
Started by trick, January 10, 2010, 05:33:31 PM
Quote from: Daniel B on March 07, 2010, 06:23:50 PMThis requirement to trust and be truthworthy hinders capturing the feeling of person-to-person combat because it disallows players from seeking and taking advantage of all the tiny little opportunities that open up. For example, you might get lucky in real, physical simulated combat by, say, ducking left to dodge the enemy's swing and then finding yourself facing his now-exposed left flank. In a game, either the player specifically requests that his PC set this up, or the GM offers "you've ducked the swing and your PC is now in a better position to hit the enemy." In either case, it must be "artificially" added to the SIS; it does not emerge "naturally".What I'd really love to see is a system that has simple and streamlined rules, but which has lots of leeway for some serious emergent complexity.
Quote from: Daniel B on March 07, 2010, 06:23:50 PMIn an RPG, you must depend on the GM and other players to tell things "as they really are", and by the same token, you must trust the other players to believe you when you make statements. Without this trust, you can't really construct an SIS. "Haha players, TPK. I lied when I said there was no dragon sleeping on top of the treasure hoard."