TFVanguard
Liturgist
- Joined
- Jul 13, 2004
- Messages
- 151
Transcendent One said:In turn based, things move one at a time. The concept has been around since Ancient India and probably long before that.
Well, ya know, they didn't exactly have computers running at 3.2 Gigahertz back then to handle caculations and simulate battle conditions in real time as well. There's a reason that Chess is so abstract, after all.
That is, of course, ignoring many, many games over the years that have simultaneous turns (such as Diplomacy, or Star Fleet Battles). They're still turns, of course, just not the 'one moves then the other moves' variety.
Of course, by your statements, you realize that Dungeons and Dragons, Rifts, and GURPS aren't really role-playing games, because there are rules for simulataneous actions and phase-based actions in there as well?
All a phase is, is a smaller-turn in a bigger, but just as arbitrary, full-turn. All a turn is is just an arbitrary 'time period' for the pieces to move. You're trying to rigidly define a 'turn' based on what you want an RPG to have, and otherwise have no basis in reality, as there are many, many easily cited examples to contradict you.
So, imperically speaking, do you actually know anything about game design?
If you don't like it, good for you, this isn't about your shitty personal tastes. Don't take a new system and pass it as something already existing and different.
This isn't about your tastes, either. Shitty or otherwise. It's about you being factually wrong.