Message-ID: <3A2EA67A.869EF80F@student.umass.edu>
Date: Wed, 06 Dec 2000 13:50:02 -0700
From: Jasper McChesney <jasperm@student.umass.edu>
X-Mailer: Mozilla 4.75 [en] (Win98; U)
X-Accept-Language: en
MIME-Version: 1.0
Newsgroups: rec.arts.int-fiction
Subject: Re: RPGs in IF.
References: <t2r0t3r8otdlc7@corp.supernews.com> <3A2DB999.136FF787@student.umass.edu> <t2rcemspdr7659@corp.supernews.com>
Content-Type: text/plain; charset=us-ascii
Content-Transfer-Encoding: 7bit
NNTP-Posting-Host: lech-33.res.umass.edu
X-Trace: 6 Dec 2000 13:45:34 -0500, lech-33.res.umass.edu
Organization: University of Massachusetts, Amherst
Lines: 57
Path: news.duke.edu!newsgate.duke.edu!nntp-out.monmouth.com!newspeer.monmouth.com!newsfeed.direct.ca!look.ca!logbridge.uoregon.edu!news.umass.edu!oit.umass.edu!lech-33.res.umass.edu
Xref: news.duke.edu rec.arts.int-fiction:81070

pblock wrote:
>
> I can best answer that by saying that the purpose of *any* RPG is to
> tell a story.

Yes, that's what I say: IF (and RPGs) are stories: FUDGE is not a story,
it is a system.  What does FUDGE have to do with IF-RPGs?

> The difference is that for the RPG, the GM must either purchase a
> separate adventure or write his/her own whereas the IF author is the
> one who writes the adventure.

Um, how is a GM writing an adventure different from an IF author writing
one?

> > If you're just advocating making adventures using
> > that system on the computer, I have to ask "why?"  Computers are capable
> > of much more complicated simulations than a couple of people could ever
> > stand to go through (or have the time for).  Why limit the game using
> > such abstract mechanics?
>
> This can be best answered with a question:
>
> Why use a more complicated model?  For what purpose?
>
> I've been dabbling in world models for the purpose of RPGs and have come to
> the conclusion that the only thing a more complex model gives you is more
> math to do to make it work.

What's wrong with more math? For a table-top RPG, I grant you that it is
problematic.  But with a computer game, who cares?

> A more complex system is not a more realistic
> system.  Realism, I've discovered, is in the eye of the beholder.

It depends.  It's true that you can't take complexity too far, modelling
every little facet of the world.  However, a lot of TT RPGs have *very*
simple rules that could easily be improved upon.


> Anyway, I am partially testing the water to see how receptive IF players are
> to the idea.
>
> So far I'm met with resistence.  I can't help but feel this is just initial
> prejudice.

I've always been a supporter of the idea right from the start,
personally. My
only objection was your calling for the use of FUDGE.

> RPG mechanics lend a structured "reality" that the author can utilize, and
> perhaps make a more sound set of actions for a piece of IF.  Or, at least,
> will force the author to consider possibilities that might've gotten
> overlooked since with stats, a player is likely to use them in situations
> and they are possibilities that will probably have to be taken into account.

This is true - IF puzzles are often not consistant.
