Chandrasekhar
Determined
This is a point where I've never really understood the opposing side. It seems self evident that a NES, unless it explicitly states otherwise, should strive to show outcomes that logically follow from the state of the previous turn and the orders of the players. Some people I've spoken to have said stuff along the lines of "It's just for fun, it doesn't matter," but it seems to me that it's not fun for anyone if crazy stuff happens just because one player ordered it. It's not fun for the other players, because their plans had implicitly assumed that events in the wide world would stay within the realm of "possibility," and I can't imagine how it would be fun for a mod to have his NES jerked around by the whims of unreasonable player assumptions.
Basically, what I'm saying is that realism should be the rule in NESes, not the exception. I suppose some NESes could be fun if they're unrealistic in predictable ways, but unless you have some set of rules you're working from, it's just arbitrary - and I don't see how that can lead to a satisfying experience.
But anyway, that's just my two cents as an observer. I'm not sure how much this all relates to EQ's NES, since I don't follow many NESes that I'm not actively participating in, but apparently this is still a point of debate in the NESing community.
Basically, what I'm saying is that realism should be the rule in NESes, not the exception. I suppose some NESes could be fun if they're unrealistic in predictable ways, but unless you have some set of rules you're working from, it's just arbitrary - and I don't see how that can lead to a satisfying experience.
But anyway, that's just my two cents as an observer. I'm not sure how much this all relates to EQ's NES, since I don't follow many NESes that I'm not actively participating in, but apparently this is still a point of debate in the NESing community.