02-03-2009, 02:36 PM | #11 | |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
Truth be told? Non-simulationists don't give a fig about the holes. They want the cool hack-n-slash type games or the "over the top" cinematic type games where the audience isn't intended to care about the history of what happened before the start of the game, nor cares what might happen 20 years down the road in the game world. When you drop a quarter into a video game that has you shooting at zombies and undead - do you really care if the history of the world leading up to when zombies start walking the land is hoaky and really lame? Or do you just wade in, and take aim at the zombies for pure unadulterated mayhem fun? Me? I'd like for the world to make sense instead of having a lot of gaping holes ;)
__________________
Newest Alaconius Lecture now up: https://www.worldanvil.com/w/scourge-of-shards-schpdx Go to bottom of page to see lectures 1-11 |
|
02-03-2009, 04:04 PM | #12 | |
Join Date: Dec 2007
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
|
|
02-03-2009, 05:17 PM | #13 | |
Join Date: Sep 2004
Location: Medford, MA
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
Mostly not cool is your making simulationism about realism and non-simulation about non-realism. To equate non-simulationism with hack'n'slash, over the top and no history is pretty unfair and inaccurate. I know lots of method actors or narrativists who are very invested in gritty, history filled, cerebral games with no combat and lots of angst. And I know hack'n'slashers who like to hack'n'slash in realistic worlds. Similarly, one can be simulationist in a completely unrealistic world. As a simulationist GM, I have no problem running simulationist games in Banestorm...or the space opera-y Traveller...or any number of fantastical settings. Somethings work in some ways in some worlds...then where you go from there is the simulationism at work. ETA: There is more than one way to look at simulationism. It can be just like plugging a Civ video game where the emphasis is on simulating macro structural systems, it can also be (my version of simulationism) simulating reactions to behavior...simulating realistic people. On the Gamist-Narrativist-Simulationist tripartite scheme, as a GM, I am almost completely a Simulationist...but not all simulationists are interested in simulating the same things. Last edited by trooper6; 02-03-2009 at 05:28 PM. |
|
02-03-2009, 05:20 PM | #14 | |
Join Date: Aug 2004
Location: Buffalo, New York
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
__________________
Newest Alaconius Lecture now up: https://www.worldanvil.com/w/scourge-of-shards-schpdx Go to bottom of page to see lectures 1-11 |
|
02-03-2009, 05:32 PM | #15 | |
Join Date: Sep 2004
Location: Torino, Italy
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
1% of the peasants are in the military, but if the Megalan army is supposed to be "magical", then Megalan officers aggressively find and recruit potential mages. I'd say that up to 20% of Megalan professional mages could reasonably be employed in the army, with plenty of other, "civilian" mages. Or may be most of the mages serve in and are trained by the army. I'd say the limit is not how many mages are available, but how much soldiers Megalos can afford, and how much "militaristic" you want wizards to feel in your campaign.
__________________
|
|
02-03-2009, 05:35 PM | #16 | |
Join Date: Feb 2005
Location: Berkeley, CA
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
|
|
02-03-2009, 05:39 PM | #17 |
Join Date: Sep 2008
Location: Örebro, Sweden
|
Re: Yrth's history and MAGIC - does it make sense
Hal,
I'm sorry. I really am sorry. You seem to have gotten it all backwards from my point of view (silly, stupid or just plain wrong as it might be). ANY one with a magical aptitude is far to valuable to be allowed in the ranks of the fighting men. They would serve an army way way better waiting in the background. Try running a new simulation, and skip -ALL- damaging spells you have. Take into account the effect of "Preserve Food", "Purify Water" and various healing spells, including but not limited to "Minor Healing", "Cure Disease" and "Neutralize Poison". With the prerequisites for those five spells. Make the Megalan army -used- to having those guys around. Because, I can see the Megalan army being spoiled with always having perfectly preserved food and clean water, and nobody being sick or poisoned, or having to worry long about recovering from injuries. What happens if you start your simulation there and remove those spells (which were all present in GURPS Fantasy (1st ed. first printing (I checked my copy)). Are you still finding the Megalan army, without the comforts it's always enjoyed, being able to reconquer a far off province that's employ guerilla tactics?
__________________
This is not the signature you're looking for. Last edited by PhoenixPaw; 02-03-2009 at 06:14 PM. |
02-03-2009, 05:47 PM | #18 | |
Join Date: Sep 2004
Location: Torino, Italy
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
Moreover, many simulationist like the cool hack-n-slash type games (and there's nothing wrong with it). So I really see little correlation between simulationism and care for the setting's details.
__________________
|
|
02-03-2009, 05:50 PM | #19 | |
Join Date: Dec 2007
|
Re: Yrth's history and MAGIC - does it make sense
[QUOTE=hal]
Quote:
|
|
02-03-2009, 05:52 PM | #20 | |
Join Date: Sep 2004
Location: Torino, Italy
|
Re: Yrth's history and MAGIC - does it make sense
Quote:
__________________
|
|
Tags |
banestorm |
|
|