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Degree of granularity, specificity or detail...

Posted: Tue Aug 04, 2020 7:14 am
by slade the sniper
So, how much granularity or specificity or detail do YOU or your players desire in a game?

Do your players want to know the difference between 5.56mm M193 ammo and M855 ammo through an M4 carbine?
Or, are your players OK with just knowing the caliber? Or just the fact that it is a carbine?

The reason that I want to know is that I am trying to figure out how much detail I should go into for a wargame I am continually fiddling with. My current thought is to have all the detail in the game, but have it all be pretty much optional if the GM/players don't want it.

I suspect that the more detail the game has, the longer and more complex the combat will be...and I am not sure how complex/time consuming combat should be for most players. I find that most D&D games (especially 3rd Edition) and Palladium games are a bit too much for most players...and that BRP/Call of Cthulhu might be a bit too little, at least vanilla.

So, what are your opinions?

-STS

Re: Degree of granularity, specificity or detail...

Posted: Tue Aug 04, 2020 8:05 am
by Jefffar
When it comes to a wargame, in which units face off on a map, you want to resolve things as quickly and simply as possible.

As a result you should try to avoid extra details.

In a roleplaying game, players seek out every little edge that can make their character more unique/special/stronger. Special rules make more sense here.

Re: Degree of granularity, specificity or detail...

Posted: Tue Aug 04, 2020 11:24 am
by Sohisohi
So a system I use for Dead Reign, and games like it, is associated digits. So for instance: .22 rim, mag, hrn, and lr are all treated the same (even though they are not). This allows players to use .50 AE for a pistol but then turn around and use the same ammo for a musket or BMG. I tend to use this system because I use sites like GunBroker or GunWiki to determine random loot, I also use Google Maps and related websites to determine loot when searching specific areas.

Although I'm sure that their is a market for pure survivalist, I've found that player are generally frustrated about having both ammunition and firearms but completely unable to use either.

Re: Degree of granularity, specificity or detail...

Posted: Tue Aug 04, 2020 7:34 pm
by slade the sniper
Thanks.

As you stated for an RPG it needs to be detailed, but for a wargame much less so. The game is actually a bridge between RPGs and Wargames...basically to let players become commanders with their own troops.

Anything to add with that new info?

-STS

Re: Degree of granularity, specificity or detail...

Posted: Wed Aug 05, 2020 4:25 am
by SpiritInterface
The group I game with is made up of ex-military, history buffs, and firearms aficionados so we get specific and detailed. We set up a table with ranges of calibers and their damage to make it simpler, but we keep track of ammo and other expendables. Tactical reload is your friend.

Re: Degree of granularity, specificity or detail...

Posted: Wed Aug 05, 2020 7:07 am
by Jefffar
slade the sniper wrote:Thanks.

As you stated for an RPG it needs to be detailed, but for a wargame much less so. The game is actually a bridge between RPGs and Wargames...basically to let players become commanders with their own troops.

Anything to add with that new info?

-STS


In wargames I have played that have 'heroes' and 'characters' there is generally something special or extra they can get, but it's rarely more than a +1 or +2 (on a D6, so +3 to +6 on a D20) above what the regulars have.

Re: Degree of granularity, specificity or detail...

Posted: Fri Aug 07, 2020 11:49 am
by Fenris2020
Sohisohi wrote:So a system I use for Dead Reign, and games like it, is associated digits. So for instance: .22 rim, mag, hrn, and lr are all treated the same (even though they are not). This allows players to use .50 AE for a pistol but then turn around and use the same ammo for a musket or BMG. I tend to use this system because I use sites like GunBroker or GunWiki to determine random loot, I also use Google Maps and related websites to determine loot when searching specific areas.

Although I'm sure that their is a market for pure survivalist, I've found that player are generally frustrated about having both ammunition and firearms but completely unable to use either.



I enjoy throwing that loop at players.
It encourages research, and role-play.
If your character's a survivalist, you may want to at least know a few things about it...