Friday, June 10, 2011

Verisimilitude. The Nemesis Of Fun.


    These two letters to the editor are taken from Dragon Magazine Issue #90, October 1984. Each, in their own way, demonstrate, quite ably, why verisimilitude is the nemesis of fun.

    **************************************************

    After the publication of the lengthy article,
    Physics and Falling Damage. in issue #88, I
    feel compelled to voice a concern.

    When I first opened my Players Handbook,
    one thing was clear to me . this was a game, not
    a simulation. Characters could do superhuman
    feats of strength and magic. Also, the combat
    system revolved around one-minute intervals of
    time. It was very unrealistic . it was a game.

    However, in the last few years DRAGON
    Magazine has time and again presented .realistic
    . studies about combat, weather, etc. In fact,
    the general attitude of the gaming public has
    shifted toward simulations.

    The most extreme example of this attempt at
    realism came in the form of the aforementioned
    article. Six pages were devoted to a complicated
    detailing of a falling damage system. .Scientific.
    facts and theories were presented to give a realistic
    simulation of the effects of a falling body in a
    gravity field. It was very interesting, very
    lengthy, and very un-needed.

    Mr. Gygax himself states on page 9 of the
    DMG that AD&D is a game, not a simulation.
    Further, he says that any attempt at realism
    would be an .absurd effort.. Also, he writes that
    a realistic simulation in the realm of make-believe
    .can be deemed only a dismal failure.; and also
    that readers who seek realism .must search
    elsewhere..

    Often, this magazine presents articles trying to
    explain rules (in the AD&D game) in realistic
    terms. What a waste of energy, time, and space!
    To try to add realistic changes into an inherently
    unrealistic game would bring about its collapse.
    Many times you have tried to explain, in realistic
    terms, why certain classes can or cannot use
    certain weapons. This is un-needed, for those
    restrictions were made to keep the game in balance
    and to aid in role-playing. Instead of explaining
    why or why not certain weapons can be
    used, for instance, maybe the space could be used
    to list new weapons, or ways players can maximize
    available weapon use.

    In conclusion, I would like to say (in my opinion,
    of course) that the downfall of the AD&D
    game may not come from an outside agent, but
    from within the gaming world. In the quest for
    quasi-realism, the game may be greatly altered or
    even forgotten. This would be a great loss.

    Jeff Martin
    Marion, Ill.

    **************************************************

    I regret that you have relegated the fundamental
    rules governing the universe to a matter of
    opinion in the pages of DRAGON #88. While
    Steve Winter.s rebuttal does much to mitigate my
    horror, I still feel the need to comment on Arn
    Ashleigh Parker.s article about falling damage.

    Mr. Parker presents a cogent and physically
    valid argument for kinetic energy determining
    injury from a fall, only to arbitrarily dismiss the
    conclusion because it doesn.t sound right. We
    have precious few physical laws and . despite his
    claim to the contrary . one of these does necessitate
    kinetic energy having a direct effect on falling
    damage. It is the often-quoted Law of Conservation
    of Matter and Energy, which says in part
    .energy is neither created nor destroyed.. The
    direct consequence of this law is that all factors of
    the kinetic energy equation (not just the square
    root of one factor) come into play.

    Mr. Parker.s reply is that .physics . . . is
    very much intuitive. It does not make sense that
    the square damage..of velocity linearly relates to falling

    Reasoning based on intuition and what sounds
    right is not science. It is handwaving and quackery.
    Furthermore, the lack of professionalism
    displayed by DRAGON Magazine in printing
    such pseudo-science is disturbing.

    In closing, let me say that Steve Winter.s
    rebuttal was eloquent and meticulously correct as
    far as he took it. There remains, however, an
    open niche for a falling damage system based on
    a given amount of damage per unit of distance
    fallen (like the Players Handbook method), but
    which incorporates a few other factors. There is
    no current provision for good or poor landings,
    no weight factor (mass is every bit as important
    as the squared velocity), short falls are entirely
    too lethal for zero- and first-level characters, and
    long falls are much too safe for high-level adventurers.
    Each of these points must be addressed in
    any viable alternative.

    Jonathan Heiles
    Pleasant Valley, N. Y.Source URL: http://idontwanttobeanythingotherthanme.blogspot.com/2011/06/verisimilitude-nemesis-of-fun.html
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