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Post by Eric Farrington on Mar 13, 2023 14:04:37 GMT
I seem to recall something called the Grand Unified Theory in particle physics. I am not a particle physicist, or much of a science lay-person for that matter. I seem to recall it was a theory to bring Quantum physics and General Relativity together into one framework for understanding the universe. Binding weak forces like electricity and magnetism together with the strange and unknown powers that bind the smallest atomic structures together. This is referred to in physics as the Theory of Everything. So, what does this have to do with Wargaming? A strong set of wargaming rules should also run under a Theory of Everything or Grand Unifying Theory model. Simply put, if rolling over a Target Number on a d6 is how you resolve the main mechanic of your game, then all game mechanics should use this same model. This is a surprisingly controversial contention! There is a large number of successful games that do not use a Grand Unified Theory of Everything in their game design. Instead, their mechanics may run on a number of mini-games or alternate methods for resolving gameplay interactions. Again, put simply a game without a Grand Unified Theory of Everything may have you roll to beat a Target Number on a d6 for shooting, but then have you add up Mods with the highest winning when it is time to hit something with a stick. Two different mechanics used to solved different game interactions. You can read the full blog post at the Blood and Spectacles Blog for more details: bloodandspectacles.blogspot.com/2023/03/wargame-design-grand-unifying-mechanic.html
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