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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7596919" data-attributes="member: 42582"><p>This is not a very plausible claim.</p><p></p><p>If you match objects to objects, the matching does not get closer: because in the gameworld with no haemophilia, the only mismatches are the few real-world haemophiliacs who get matched to non-haemophiliacs in the gameworld; whereas in the gameworld in which the incidence of haemophilia is unrealistically high, the number of mismatches obviously is greater.</p><p></p><p>I've seen GMs with IQs much higher than 25 make extremely implausible calls in the name of "realism". One which was particularly frustrating, because it cost my group a convention game, was about the time it takes for the oxygen in a room to be used up. (It was a sci-fi game. The PCs were trapped in a room without external oxygen supplies. The call the GM made was for unrealistically rapid oxygen consumption - even I noticed it, let alone the engineers in our group.)</p><p></p><p><em>Running out of oxygen</em> is a real thing in the world, but that GM's implementation of that trope made the game less realistic than if he had just ignored it!</p><p></p><p>Which really goes back to [MENTION=82106]AbdulAlhazred[/MENTION]'s point: <em>matching reality</em> (which is as he said a notion of scale, which you also seem to agree with given your use of the phrase "more closely matching reality") can be hard, because reality can often be quite hard to pin down. You don't increaes your match with reality just be scattering in phenomena that happen also to occur in reality. That's not <em>matching</em> anything.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7596919, member: 42582"] This is not a very plausible claim. If you match objects to objects, the matching does not get closer: because in the gameworld with no haemophilia, the only mismatches are the few real-world haemophiliacs who get matched to non-haemophiliacs in the gameworld; whereas in the gameworld in which the incidence of haemophilia is unrealistically high, the number of mismatches obviously is greater. I've seen GMs with IQs much higher than 25 make extremely implausible calls in the name of "realism". One which was particularly frustrating, because it cost my group a convention game, was about the time it takes for the oxygen in a room to be used up. (It was a sci-fi game. The PCs were trapped in a room without external oxygen supplies. The call the GM made was for unrealistically rapid oxygen consumption - even I noticed it, let alone the engineers in our group.) [I]Running out of oxygen[/I] is a real thing in the world, but that GM's implementation of that trope made the game less realistic than if he had just ignored it! Which really goes back to [MENTION=82106]AbdulAlhazred[/MENTION]'s point: [I]matching reality[/I] (which is as he said a notion of scale, which you also seem to agree with given your use of the phrase "more closely matching reality") can be hard, because reality can often be quite hard to pin down. You don't increaes your match with reality just be scattering in phenomena that happen also to occur in reality. That's not [I]matching[/I] anything. [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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