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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: 7601274" data-attributes="member: 42582"><p>What does <em>mechanical</em> mean here? Do you mean game mechanics? In that case, getting dirty <em>does</em> have a mechanical effect: it makes people less appealing! Ie it lowers CHA, or otherwise makes it harder to succeed on tasks that require charisma.</p><p></p><p>Falling down can also tear holes in clothes. And walking in boots can wear them out. Where are the rules for that? None that I'm aware of, yet the Basic PDF has weaver's tools and cobbler's tools on the equipment list.</p><p></p><p>Players often roll their own misses. Some of these can be narrated as the result of dulled blades.</p><p></p><p>But your desire to substitute mechanical outcomes for GM narration of the fiction is consistent with what I and some others have posted: that the issue here is not <em>realism</em> but <em>system preferences</em>.</p><p></p><p>Sure, if there are systems people might use them. But using a system doesn't per se increase realism in the game. If the system is bad, it might make the fiction <em>less</em> realistic than it otherwise would be.</p><p></p><p>There are RPGs <em>without</em> hit and miss mechanics - for instance, Tunnels & Trolls.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7601274, member: 42582"] What does [I]mechanical[/I] mean here? Do you mean game mechanics? In that case, getting dirty [I]does[/I] have a mechanical effect: it makes people less appealing! Ie it lowers CHA, or otherwise makes it harder to succeed on tasks that require charisma. Falling down can also tear holes in clothes. And walking in boots can wear them out. Where are the rules for that? None that I'm aware of, yet the Basic PDF has weaver's tools and cobbler's tools on the equipment list. Players often roll their own misses. Some of these can be narrated as the result of dulled blades. But your desire to substitute mechanical outcomes for GM narration of the fiction is consistent with what I and some others have posted: that the issue here is not [I]realism[/I] but [I]system preferences[/I]. Sure, if there are systems people might use them. But using a system doesn't per se increase realism in the game. If the system is bad, it might make the fiction [I]less[/I] realistic than it otherwise would be. There are RPGs [I]without[/I] hit and miss mechanics - for instance, Tunnels & Trolls. [/QUOTE]
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