>>5887774wow Reptoid, I am really impressed you remembered! Yes, I conceived of a game as possessing three layers:
- WORLD PHYSICS; can I jump across this cliff? How much cargo can my spaceship hold? Videogames simulate this really well, and there are many systems that incorporate rules eg tactical combat dice anon
>>5883946 or GURPS supplement 30 pages of solar system planet generation including axial tilt lol
- SOCIAL PHYSICS; videogames and ttrpgs are bad at this. The meme why can't I talk to the monsters in DooM (OSR commonly emphasises negotiation over lethal unpredictable combat). The dnd I Cast My Infallible Special Spell, Rolled Natural 20! Tell me the difference between Lies and Truth! Bioware buying gifts for an npc to fill up an invisible Romance bar, videogame faction influences if you kill an npc it adds to one faction (visible or invisible approval bar) and subtracts from another etc. Instead, handling these social dynamics interactions with the approach I mentioned
>>5882720 common to OSR where the Charisma, Intelligence is entirely supplied by players through roleplaying their own interactions, decisionmaking. The reason why social interaction is cumbersome is because npcs lack the implicit intentionality / agency (what do these monsters want? besides being horrifying and murderous and malevolent) the background behavioural rules, cultural values, status, hierarchy conventions etc what is desirable? The invisible infrastructure of intentions leads to:
- MORAL PHYSICS; which actions get punished or rewarded. Defined by the world genre/setting and ideology (DM, npc?) and intentionality. Videogames cannot do this because their rulesets are hardcoded and pre determined in their game logic. Many GMs and ttrpgs cannot do this either because of human and narrative mindset coded into their human inclination eg What do you mean I cannot simply walk away from the mission objective? What do you mean I cannot kill the invincible questgiver, or if I do their corpse conveniently carries a letter that contains the exact same videogame mission objective? What do you mean I cannot ally with the evil enemy necromancer lurking in his dungeon lair that underpins the entire purpose and impetus for the adventure etc? The reason why? To use the dramaturgy design framework here:
>>5882673is because a certain MORALITY or IDEOLOGICAL UNDERPINNING is either consciously or (most often) unconsciously being used to generate SUSPENSE / CONFLICT the dramatic motivation of the game. If I walk away from the dungeon or ally with the "Evil One" the GM cannot handle that dramatic realignment of game purpose. It is why I was incredibly impressed with John Harper as DM in the actual play I mentioned here etc
>>5880977 (assuming it wasn't staged).