[War_ooc] Okay, so...
lee.tarnow at utoronto.ca
lee.tarnow at utoronto.ca
Sun Jun 21 16:31:33 EDT 2009
I see what your saying -- that turning this game into a strictly
by-the-numbers game would make it boring.
HOWEVER
I think that, while not overly restrictive, SOMETHING needs to be in
place. If we don't have anything objective in place, the game will
need constant nudging along, which would not bode well in down times.
I'm not saying that we need to be number crunching GDP and such, but
if a left-leaning country implements right-leaning policies, the game
should reflect the consequences of that decision. Further, in a lull,
the game SHOULD be able to support itself.
To reiterate my point, while we don't need a D&D rulebook, we need
some clearly defined rules that'll keep the game chugging along during
down time, and make sure things make sense.
Quoting Michael Downey <michael.michaeldowney at gmail.com>:
> I personally vote for the near-future timeline. War in Space is really
> not what I imagined this game to be. Historical is interesting but
> would seem like a fundamental shift in WAR. Aren't there other games
> like that out there?
>
> Near-future gives us a strong basis but does not bog us down with
> current events. If things happening now suddenly come up that make our
> near-future scenario out of place then we just have to shrug our
> shoulders and remember it is AU.
>
> I have and always will be a proponent of realism but John is correct
> that this is a creative writing RPG and not a number-for-number
> simulation. A lack of realism leads to things like the Anglo-Japanese
> War of 2001, Austrian Gundam and Central African railgun tanks. But
> becoming a bunch of bean counters that pour over the GDP and other
> stats of a country vs. another would bog the game down and make it
> boring and pedantic. That is why I would suggest we take a 'Tom
> Clancy' approach; a solid grounding in realism but a bit of
> unrealistic (or more precisely, unlikely) events being allowed if they
> are backed with good writing.
>
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