I am not going to move into discussing the GNS Model other than to say that, like any social science model, it's imperfect. In certain cases it can be helpful for analyzing certain elements of a game, but by and large I have not found it useful for determing which games I like, why I like them, or how they work.
D&D, at least in its original incarnation, is much more of a bottom-up simulation; it doesn't have Lifepaths, duels of wits, and so on. But it tracks coin, ammo, weight, movement rate, time, distance, and so on, in detail, and then scales upward. It leaves the integration of the bottom-up simulation with the world in the hands of the DM. I found that if you take the base assumptions of D&D, it works when applied across a large setting, though you have to make some small changes to the cost of non-adventuring goods (food, clothing) and the wages of mercenaries (for those interested, reduce the price of non-adventuring goods by a factor of 10, and increase the wages of mercenaries by a factor of 10). I actually did the work involved via a lot of spreadsheets to create every domain in a kingdom, tracking the incomes of everyone from peasant to king, cost of goods, etc., and then compared it to historical prices, incomes, manor sizes, and so on, and it turns out that D&D works just fine as a medieval simulator. This shouldn't be surprising, since the game descended from medieval wargaming and its co-creator was an insurance actuary... This is why I was curious as to your comments about "balance" etc.
I read Burning Wheel and found it to be an impressive and elegant system. I haven't had the opportunity to play it, though. It definitely has a lot of really sexy systems.PedroSteckecilo said:Well I could point to Burning Wheel/Mouseguard or REIGN as presenting a good fantasy world AND a set of rules that aids in conveying the fantasy of said world.Burning Wheel has it's lifepaths, it's gritty "FIGHT!" system, it's duels of wits, it's BITS system and it's extremely realistic "Advancement" system all of which are simplified but impoved upon by Mouseguard and REIGN's every element is tied into its extremely interesting fantasy world.
D&D, at least in its original incarnation, is much more of a bottom-up simulation; it doesn't have Lifepaths, duels of wits, and so on. But it tracks coin, ammo, weight, movement rate, time, distance, and so on, in detail, and then scales upward. It leaves the integration of the bottom-up simulation with the world in the hands of the DM. I found that if you take the base assumptions of D&D, it works when applied across a large setting, though you have to make some small changes to the cost of non-adventuring goods (food, clothing) and the wages of mercenaries (for those interested, reduce the price of non-adventuring goods by a factor of 10, and increase the wages of mercenaries by a factor of 10). I actually did the work involved via a lot of spreadsheets to create every domain in a kingdom, tracking the incomes of everyone from peasant to king, cost of goods, etc., and then compared it to historical prices, incomes, manor sizes, and so on, and it turns out that D&D works just fine as a medieval simulator. This shouldn't be surprising, since the game descended from medieval wargaming and its co-creator was an insurance actuary... This is why I was curious as to your comments about "balance" etc.