Symphony D.
Deity
Retroactive deletion.
Did you happen to notice which part of Stormbringer's post I quoted? My point was that I believe a NES should be focused on stories, not statistics. I prefer minimalist rules that force players to focus more on creativity and story development than on stats building. I believe firmly from my own experience that once you start having more and more stats, players focus more and more on the stats, to the detriment of stories. In any case Symphony, your tone is incredibly rude and entirely unwarented. If you disagree with me, disagree with me, even do so bluntly, but do not talk down to me with that silly, arrogant attitude that just makes you look like a jackass.... and simultaneously don't defend it one whit against the large mountain of evidence demonstrating that there is no correlation between detailed rule systems and inhibition of player action in roleplaying, story-oriented games. Ho-hum.
Of course game developers can add as much complexity as they like to things players will never see or interact with. That aspect of developing a new NES can be as much fun as actually running the game. This is a perfect example of such an add-in:
My bolding.
Which was precisely the point of my question.I are dim. Missed what you were on about, lets say the value is...0.7.
Makes sense.I'd disagree, as people may need to move more than troops (and it makes say "the german U-boats have destroyed 10% of your shipping capacity!" much easier to work out).
Sounds good. I assume the randomizing factor changes each year.I'll have a matrix of tuple relationship strengths hidden somewhere as factors of the receiving economy. The changing outputs as each economy grows will be automatically calculated, and I'll update the matrix from time to time.
For the example it look like this:
Code:Importers Exporter Germany France Britain KoSFN 0.01 0.005 0.006
With the current relationships the value KoSDN from trade with Germany is 1% of Germanies sum of internal regions take a randomising factor (1% being the max possible). These are just example values, and the relationship matrix will not be player accessible I think.
Ah, okay. Should have figured out that N() was a distribution like Pois().Something of a good catch, you both spotted somethign thats wrong and misinterpreted (which is my fault for bad explanations). it should be N(0,0.5) meaning a value is sampled from a normal distribution of mean 0, and standard deviation 0.5. On average it shoudl have no effect, but can year by year move things up or down.
I did not, however, quote those sections. I was quoting him to endorse the statement that, much like him, I view NESes as primarily story oriented, not statistics oriented, which based on previous discussions seems to be the positions you and certain others take. I can understand how you would misinterpret my position, though, so I'll let the issue rest.Did you happen to notice he was framing that in an argument which stated the two could not co-exist? By identifying himself with those words and then putting it as an "us and them" equation, he was denying that we could lay claim to those concepts. See, what he was doing is saying that he believes in stories and roleplaying, whereas we do not. That is fallacious.
I have no experience with Dungeons and Dragons or any similar enterprises. I do, however, have experience in NESing, and that experience has shown that the most successful, most story-oriented NESes have been those with the most minimalist rules. Das' NESes, RTOR, StKNES5, all of those used minimalist orders. The one exception to the rule I can think of is Birdjaguar's NES (the first one at least, I am not familiar with any successors), which I believe is largely due to Bird's aptitude at story-based Moding.As is this, implied in Stormbringer's arguments, which was the very reason I pointed out those examples, which you have now overlooked twice. There exists a large body of evidence, in the form of the entire PnP RPG industry, that large numbers of rules and statistics have no bearing on roleplaying or story crafting. This point lies unaddressed. You are quite free to believe whatever you want, but that doesn't have any bearing on whether it's right or not. And your arguments fall flat in light of the evidence. Most people when challenged with evidence usually try and at least offer some sort of tangible defense instead of repeating the exact same thing over again in the hopes it will stand on its own. That is what you have elected to do. It is not convincing.
What amusing hypocrisy from the man who decided to cast the first epithets. Jackassery indeed, sir. Maybe the one who should be watching his tongue and tone is you.
Am I the only person who finds such arrogance incredibly offensive? EDIT: You are correct though that using the phrase 'jackass' was very much uncalled for. I allowed my anger to get the better of me and for this I appologise.... and simultaneously don't defend it one whit against the large mountain of evidence demonstrating that there is no correlation between detailed rule systems and inhibition of player action in roleplaying, story-oriented games. Ho-hum.
You are correct in that RPGs were very complex games and did involve a huge element of storytelling, but you neglect to see that the play mechanism of those games is not at all like NESing. They are 3 to 8 person, face-to-face, sit around a table, games with every player consulting the rules regularly and discussing outcomes and alternatives in real time. NESing is not like that at all. We ahve 12-30 players set apart by time and distance with little happening in real time. Your comparison is not valid.As is this, implied in Stormbringer's arguments, which was the very reason I pointed out those examples, which you have now overlooked twice. There exists a large body of evidence, in the form of the entire PnP RPG industry, that large numbers of rules and statistics have no bearing on roleplaying or story crafting. This point lies unaddressed. You are quite free to believe whatever you want, but that doesn't have any bearing on whether it's right or not. And your arguments fall flat in light of the evidence. Most people when challenged with evidence usually try and at least offer some sort of tangible defense instead of repeating the exact same thing over again in the hopes it will stand on its own. That is what you have elected to do. It is not convincing.
Indeed, the comparison between tabletop gaming and NESing is not strictly valid. But there are many websites devoted to forum-based play-by-post roleplaying games, which use various editions of D&D, GURPS, etc. And the non-real-time format allows more detailed descriptions and more intense roleplaying than what typically goes on in real-time sessions. So the lack of real-time discussion and face-to-face interaction doesn't hurt storytelling in this case, and this comparison seems valid.You are correct in that RPGs were very complex games and did involve a huge element of storytelling, but you neglect to see that the play mechanism of those games is not at all like NESing. They are 3 to 8 person, face-to-face, sit around a table, games with every player consulting the rules regularly and discussing outcomes and alternatives in real time. NESing is not like that at all. We ahve 12-30 players set apart by time and distance with little happening in real time. Your comparison is not valid.
I cannot out do your math or reasoning; I just see such small changes as generally immaterial to game play and the attention of players. I see them more as the kind of elegant complication I would add for my own benefit as opposed to an important element of the rules and stats. I think that the "thinking process" about how to develop rules benefits from a full spectrum of ideas and inputs including those who prefer the simplist of rule sets.A infinite number of rolls will average to 0, but a single sample from a normal distribution means that players will see growth rates like 1.3% or 0.8%, but (and this is important) more extreme outcomes are less likly, offering a considerable improvement over the uniform distributions you've used.
It would be exceedling rare to see a 5% growth roll, just like in the economy it would be exceedingly rare to strike the motherload of some gold bed. This is the essence of a stochastic system, with the interative growth a string of bad years will leave a nation less wealthy than a string of good years would have.
Perhaps, but actual NESes are a far better comparison.Your objections are not valid.
Your numbers are routine but are by no means the maximum strain on either system, due simply to local interest being tapped out. It is easily possible for either system to accommodate many more players in a more plentiful environment, and a difference of a mere factor of 3 is not a significant impediment whatsoever. It is also a relatively trivial to set up and common occurrence for PnP RPGs to be played online in play-by-post format.
The lack of face-to-face communication and more players has no effect upon the utilization of a rule-intensive structure to coordinate player efforts. If anything, extended time amplifies the ability of a rule-intensive structure because the moderator has time to think and consult resources rather than constantly being pressured to come up with decisions immediately to ensure gameplay flow.
Which was precisely the point of my question.0.7 what? It seems totally arbitrary. I recommended using a percentage scale, where something like 0.7 has an easily understood meaning.
Sounds good. I assume the randomizing factor changes each year.
Is there a formula to determine how the matrix changes over time, or is it decided entirely by the mod?
Ah, okay. Should have figured out that N() was a distribution like Pois().
Entirely out of curiosity, what are the reasons for using a normal distribution for that factor and a Poisson distribution for the policy multiplier? Obviously one is discrete and one is continuous--but I don't know enough statistics to know why you'd use one versus the other here, hence the question.
I cannot out do your math or reasoning; I just see such small changes as generally immaterial to game play and the attention of players. I see them more as the kind of elegant complication I would add for my own benefit as opposed to an important element of the rules and stats. I think that the "thinking process" about how to develop rules benefits from a full spectrum of ideas and inputs including those who prefer the simplist of rule sets.![]()
Your objections are not valid.
Your numbers are routine but are by no means the maximum strain on either system, due simply to local interest being tapped out. It is easily possible for either system to accommodate many more players in a more plentiful environment, and a difference of a mere factor of 3 is not a significant impediment whatsoever. It is also a relatively trivial to set up and common occurrence for PnP RPGs to be played online in play-by-post format.
The lack of face-to-face communication and more players has no effect upon the utilization of a rule-intensive structure to coordinate player efforts. If anything, extended time amplifies the ability of a rule-intensive structure because the moderator has time to think and consult resources rather than constantly being pressured to come up with decisions immediately to ensure gameplay flow.
I have no experience with forum based RPGs and cannot comment on how closely they resemble NESing. I stand by my statements on table-top gaming. If forum based RPGs are such an excellent combination of stories and complexity, why haven't their systems been applied to NESing? Why are we neglecting those much better systems that are so similar?Indeed, the comparison between tabletop gaming and NESing is not strictly valid. But there are many websites devoted to forum-based play-by-post roleplaying games, which use various editions of D&D, GURPS, etc. And the non-real-time format allows more detailed descriptions and more intense roleplaying than what typically goes on in real-time sessions. So the lack of real-time discussion and face-to-face interaction doesn't hurt storytelling in this case, and this comparison seems valid.
EDIT: Symph and I are clearly on the same page about this. Hooray crossposts!![]()
That works. Obviously displacing the currency doesn't just mean making its strength > 1.0 (e.g. the 2009 pound is worth more than the dollar, but the dollar is still the global reserve). You know this, I know this, but it should probably be made clear.0.7 times strength of the putative global reserve currency, which as my NES starts is the gold-backed pound stirling. Naturally having your currency displace the global reserve is an huge economic victory.
Okay.It'll be resampled from a distribution. Since its changing textual information on imports and exports it'll be done by mod, but I personnal won't do it that often except for massive and obvious changes.
Thanks! Very helpful.Normal is continious as well. Normal is two-tailed whilst Poisson has but one tail. Normal is useful for putting a Gaussian blur on a value you want to randomise, Poisson is good for large spreads of possibilities each quite rare while still weighting the small values - which I feel matches the benefits from good policies. Half a normal distribution could be substitued for the Poisson distributions, but I prefer the numbers I get from Pois() better.
Normal: <-Randomising->
![]()
Poisson: Most likily 0-1 but small chance of higher numbers anywhere up to really high.
(not all Pois lamda values used are less than 1, and therefore is more peaked than the red line.![]()
If forum based RPGs are such an excellent combination of stories and complexity, why haven't their systems been applied to NESing? Why are we neglecting those much better systems that are so similar?
Because their systems focus on playing groups of individuals, not entire nations. You already know this. But I'm not sure what point you're trying to make--if we can simulate nations in the same complexity as RPGs simulate heroes (and most RPGs have rulesets far more complex than anything we've yet tried or proposed), than there's no reason we can't get a similar combination.