Editing
RPG System Symmetries
(section)
Jump to navigation
Jump to search
Warning:
You are not logged in. Your IP address will be publicly visible if you make any edits. If you
log in
or
create an account
, your edits will be attributed to your username, along with other benefits.
Anti-spam check. Do
not
fill this in!
== Trivial Symmetries == Trivial symmetries are those that are so obvious they're not really worth mentioning. A couple will be listed as examples though, and the category might be of interest for those looking for ways of making their system particularly strange. I know of no current systems that do not exhibit these symmetries. (These also tend to be symmetries that exist in the real world.) ===Frames of reference=== Systems should not change between different frames of reference with the same overall acceleration. That is, nothing mechanical should change between the frame of reference inside a moving train (on a straight level track) and the frame of reference inside a stopped train. (Note that a stopping train has a different acceleration to the other two.) ===Time=== Systems should not change between two moments in time. That is, anything that works mechanically now, should work the same in any other time, assuming the situation was otherwise identical.
Summary:
Please note that all contributions to RPGnet may be edited, altered, or removed by other contributors. If you do not want your writing to be edited mercilessly, then do not submit it here.
You are also promising us that you wrote this yourself, or copied it from a public domain or similar free resource (see
RPGnet:Copyrights
for details).
Do not submit copyrighted work without permission!
Cancel
Editing help
(opens in new window)
Navigation menu
Personal tools
Not logged in
Talk
Contributions
Create account
Log in
Namespaces
Page
Discussion
English
Views
Read
Edit
View history
More
Search
Navigation
RPGnet
Main Page
Major Projects
Categories
Recent changes
Random page
Help
Tools
What links here
Related changes
Special pages
Page information