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Simulation

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There is a continuing tendency for simulation systems designers to produce more complex models in the search for greater realism. In the case of computer based simulation (including VR) there is some justification for this as this increased complexity is hidden from the user. Although even so there is a point were the increase in complexity results in a perceptable slow-down due to reaching the limits of the computing system.

In a non-computer based simulation (such as a wargame or roleplaying system) this effect is almost immediate as the players must do all the calculations. Thus the ideal simulation system would be an accurate and efficient model of reality. Obviously, in practice a compromise must be reached, but one I feel should be aimed more towards playability rather than complexity of simulation. After all there is no guarantee that greater complexity and precision results in greater accuracy or realism.

To that end I have designed my own system, aimed primarily at roleplaying but I am currently developing it for skimish and mass combat. ODES (One Dice Epic System).

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Page last amended: 29/12/1999 LFJ