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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7572688" data-attributes="member: 6785785"><p>Sure, those are the three main options. Of those options, I can understand why someone may describe the third as being the closest to real life. That is not to say that I don’t follow the point that [MENTION=42582]pemerton[/MENTION] has been making or that you are explaining here. I can agree that none of the methods used to determine fictional elements of a game are any more realistic than others. I understand that whatever method used, a suitable explanation that seems sensible within the fiction can be assigned to the result. </p><p></p><p>Wher I disagree with pemerton is in his insistence that the casual comparison was actually a criticism of other methods rather than simply someone stating a preference. </p><p></p><p></p><p></p><p>Right. When folks mention appeals to what’s realistic in these discussions, I tend to assume that this is what they’re talking about. And I think that’s generally the case...although sometimes folks can go waaay too far with it. Or that they don’t understand the distinction being made.</p><p></p><p></p><p></p><p>I think your comment on causality and the timing of the decision is indeed the crux of it. Without delving into quantum cats and the like, the location of a thing being determined prior to the results of the search for it seems to be the default expectation for many. Is this because that’s the long standing form of RPG play? Is itbecause itin some basic way mirrors our understanding of the real world? I’m sure the reasons vary, and that there are more that I’ve not mentioned, but I expect that those are the big two reasons. </p><p></p><p>I think that it’s also likely due to the nature of RPG play. Where the character is very often seen as the avatar of the player in the fictional world. That connection can make things blurry. What thecharacter experiences and what the player experiences are different things, of course, but very often we blur things for the sale of ease. </p><p></p><p>If we were to step away from gaming, and instead talk about an author and the methods he uses to determine elements he’s going to include in a story, I think the dostinction is clearer. If on one hand, the author decides that the police captain is an older man because of the time and location the story takes place, that seems a perfectly sensible method. If on the other hand, the author needa the captain to be a woman for some dramatic need, that also seems sensible. If the author instead decides to flip a coin to decide, again that’s sensible. </p><p></p><p>All three methods are equally valid. None is more realistic than the other. Whether we accept this character as plausible depends on the writing, not the way the autntor decided to create the character.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7572688, member: 6785785"] Sure, those are the three main options. Of those options, I can understand why someone may describe the third as being the closest to real life. That is not to say that I don’t follow the point that [MENTION=42582]pemerton[/MENTION] has been making or that you are explaining here. I can agree that none of the methods used to determine fictional elements of a game are any more realistic than others. I understand that whatever method used, a suitable explanation that seems sensible within the fiction can be assigned to the result. Wher I disagree with pemerton is in his insistence that the casual comparison was actually a criticism of other methods rather than simply someone stating a preference. Right. When folks mention appeals to what’s realistic in these discussions, I tend to assume that this is what they’re talking about. And I think that’s generally the case...although sometimes folks can go waaay too far with it. Or that they don’t understand the distinction being made. I think your comment on causality and the timing of the decision is indeed the crux of it. Without delving into quantum cats and the like, the location of a thing being determined prior to the results of the search for it seems to be the default expectation for many. Is this because that’s the long standing form of RPG play? Is itbecause itin some basic way mirrors our understanding of the real world? I’m sure the reasons vary, and that there are more that I’ve not mentioned, but I expect that those are the big two reasons. I think that it’s also likely due to the nature of RPG play. Where the character is very often seen as the avatar of the player in the fictional world. That connection can make things blurry. What thecharacter experiences and what the player experiences are different things, of course, but very often we blur things for the sale of ease. If we were to step away from gaming, and instead talk about an author and the methods he uses to determine elements he’s going to include in a story, I think the dostinction is clearer. If on one hand, the author decides that the police captain is an older man because of the time and location the story takes place, that seems a perfectly sensible method. If on the other hand, the author needa the captain to be a woman for some dramatic need, that also seems sensible. If the author instead decides to flip a coin to decide, again that’s sensible. All three methods are equally valid. None is more realistic than the other. Whether we accept this character as plausible depends on the writing, not the way the autntor decided to create the character. [/QUOTE]
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