gameboy1234 wrote:Saladman wrote:Clay was shaking his head. “No, no...I think it’s the opposite.” He smiled, as someone who was speaking on a topic of great familiarity. “The dice describe the world. They don’t determine it. A Mathamancer can tell you how many dice will be rolled, how many points’ll be lost when you’re wounded. He’ll tell you what’ll probably happen, and possibly happen, and what can’t happen. But your choices still make it happen.”
This, if correct (I assume it is, for a caster speaking about his discipline), answers a pretty fundamental question about Erfworld. Battle plans, tactical decisions, personality, and judgement do really matter, to the extent of determining outcomes. I have an idea that's been discussed on the board before, though I don't recall when. I happen to like this interpretation more than choice and strategy just being an illusory overlay on a wargame engine, but the other was more plausible until now.
I read that and got the opposite. Strategy matters, of course. You have to pick your ground, look at rates and supply lines, and react to what the enemy is doing. But once a battle is joined, it's a dice-off. Probabilities are fixed.
Final thought: Einstein famously said God does not play dice with the universe. In Erfworld, the Titans really do play dice with the universe.
Clay wrote:“I boosted his roll to a 4! I changed his odds, chose a way to describe the outcome of his choices. You see?” He picked up the dice and showed them to her. “The dice are not the guy, okay? In this case the guy is imaginary, and the dice are representing him. But this is real life,” he said, making a circle in the air with his index finger, “and you are not the dice. Okay? In real life, you are real, but the dice are imaginary. The dice that describe your choices. Mathamancy describes those, and Luckamancy affects those.”




joosy wrote:At the beginning of this endeavor, Rob made the comment that this wasn't a game but rather a gamelike universe.
The whole attempt by Clay to explain their world to Wanda reminded me of Rob trying to explain it to us. It isn't a game, just a universe that acts like a game - the gaming system is like Plato's 'shadows on the cavewall' not the actual game itself.

HerbieRai wrote:I'm thinking we've seen the last of Atomic. Wanda probably got recalled so she would be saved from some deadly ambush.Jorgath wrote:Kreistor wrote:How is this different from our world? Well, superficially, it will appear to be similar, but in the midst of combat, having a leader near can't help you. You're concentrating, looking for openings, moving, predicting... but what you aren't doing is listening to your boss. You can't devote your attention to someone''s voice, or you'll get skewered. That means with or without an Officer near, you'll fight the same way, because you ignore him. In Erfworld, having that Officer beside you allows you to make better choices, wihtout paying any attention to him.
I have a quibble with this. What you say is in fact true in modern warfare. But in pre-WWI warfare, with lines of battle, volley fire, etc., and also in pre-gunpowder warfare, one of the most important factors in the effectiveness of a unit of soldiers was the steadiness of its leaders. So long as the leader remained cool and confident, the individual soldiers would be more likely (NOT guaranteed, of course) to remain cool, confident, and effective.
And now to counter quibble. The main war factor that Erfworld lacks from the real world is moral. In erfworld, 8 marbits getting attacked by 20 dwagons would stay and fight to the death. In the real world, the marbits would flee from combat and run for the hills. Steady leaders are used to keep your men from running. In erfworld the men already do not run, so they have the leaders boost their combat ability insteady.

Whispri wrote:name lips wrote:Unled units automatically engage the enemy until either they either win or croak. Even if they have a legitimate way to escape they cannot use it.
And yet Ansom's tunnel forces routed when the last Warlord fell.

CNagy wrote:Routing does not always signify a retreat. It can also be used to describe an overwhelming or complete victory. Looking at it that way, the context of the message is "the leadership is dead, this battle is becoming one-sided."
a defeat attended with disorderly flight; dispersal of a defeated force in complete disorder


Jorgath wrote:joosy wrote:At the beginning of this endeavor, Rob made the comment that this wasn't a game but rather a gamelike universe.
The whole attempt by Clay to explain their world to Wanda reminded me of Rob trying to explain it to us. It isn't a game, just a universe that acts like a game - the gaming system is like Plato's 'shadows on the cavewall' not the actual game itself.
Interesting that you bring the Platonic analogy of the cave in. Because it works with Erfworld. Just imagine that Erfworld and Stupidworld are two different caves, but the "outside" is the same "outside." The images on the cave wall differ because they're different caves, the edges and angles are different. But the things they're shadows of are the same. This, Platonically, explains the incredible similarities between the two worlds while leaving room for the dissimilarities.
Of course, Plato would be extremely irritated with us for paying any attention to a work of fiction at all, but...
Kreistor wrote:CNagy wrote:Routing does not always signify a retreat. It can also be used to describe an overwhelming or complete victory. Looking at it that way, the context of the message is "the leadership is dead, this battle is becoming one-sided."
Technically, it does.a defeat attended with disorderly flight; dispersal of a defeated force in complete disorder
A poor choice of words by Rob, i think. Nothing more. Not indicative that the rule about attacking can be violated.
However, I'll grant you on technical terms that the military rout, which one would assume is the more applicable, does contain an element of retreat. The word itself, however, does not have to include a disorganized retreat.2. any overwhelming defeat
Whispri wrote:They became unled when the last Warlord died. They subsequently routed. The 'engage until ded' clause would have been in effect when panic set in.



raphfrk wrote:Whispri wrote:They became unled when the last Warlord died. They subsequently routed. The 'engage until ded' clause would have been in effect when panic set in.
"Panic" is probably just a negative status effect. If you terrify the enemy, they panic and take a big penalty to defense. Once they calmed down, they would turn and engage again.
That seems just a part of the combat mechanic. Taking a step back in order to swing wouldn't break the engage until dead rule and this is just a more extensive version.
The point is that you can't order your units not to attack unless there is a warlord present. The make decisions on their own.
CNagy wrote:What's a polish guy doing in Syria?

Whispri wrote:name lips wrote:Unled units automatically engage the enemy until either they either win or croak. Even if they have a legitimate way to escape they cannot use it.
And yet Ansom's tunnel forces routed when the last Warlord fell.
BLANDCorporatio wrote:Mmyeah, somehow I think that "the dice that describe your choices" is supposed to mean "the dice that describe the outcome of your choices". While the idea that Luckamancy only affects a unit's thought processes is elegantly simple, magic in general scoffs at elegance. Why shouldn't magic in fact affect all those little other factors, like wind, lighting, grip, random debris flying around ...

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