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A term coined by Ron Edwards for a category of Simulationist systems which emphasize applying a set of simulated physical and other in-game causes to a wide variety of possible settings, characters, and situations. He cites as examples GURPS, Basic Roleplaying, DC Heroes, Rolemaster, the universal D6 system, and the HERO System (in its universal form, 4th and 5th edition) -- along with independent games such as EABA, JAGS, SOL, Pocket Universe, and Fudge. He describes them as follows:

In these games, the System is all about Fortune and all about Currency.
Regarding Fortune, probabilities are the key to achieving the basic Simulationist internal-cause priority. Consider both comparative probabilities among characters at a given moment as well as probabilities in transition within a character over time - in action (actually resolving tasks), these are what drive the game. For these games, a unified probability mechanic to handle any game-modelled instance is the ideal, usually resulting in a single tables-based concept such as the Universal Table in DC Heroes.
Purist-for-System designs tend to model the same things: differences among scales, situational modifiers, kinetics of all kinds, and so forth. The usual issues surrounding incorporated vs. unincorporated effects, opposed vs. target number mechanics, the interaction of switches and dials, and probability-curvature shape are therefore the main things to distinguish these systems from one another. Compared to other designs, high search and handling times, as well as many points-of-contact, are acceptable features.

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Page last modified on August 02, 2005, at 01:25 PM by John Kim

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