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D&D's Evolution: Rulings, Rules, and "System Matters"
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<blockquote data-quote="Argyle King" data-source="post: 8395636" data-attributes="member: 58416"><p>The latter part of what you said is my point.</p><p></p><p>You have some understanding from which to base a ruling.</p><p></p><p>In my anecdotal experience with teaching new players games, some of the biggest hurdles come when a game system works in a way which grossly defies expectations. Sure, dragons, elves, magic, and such are completely unrealistic; but I posit that even things such as those are (I believe) easier to buy into when the starting point is something a person can relate to.</p><p></p><p>In other threads, I have used professional wrestling as an example. As an observer, I am aware that professional wrestling is a performance art. However, it is meant to mimic some semblance of reality. When it's done well, it is easier to buy the more extravagant elements if the small details are right. For example, an audience member may not know what a suplex feels like, but many people can relate to how it feels to get punched in the face or poked in the eye. So, when those things happen, an appropriate sell (a reaction to the "damage" done by the move) and reaction is something which can convey a baseline of reality to the audience before layering on The Undertaker being an undead wrestler or The Rock being able to beat someone with a highly theatrical elbow drop.</p><p></p><p>In a similar way, a fire-breathing dragon feels a little more real when the fire lights things on fire. I'm willing to ignore things like "how does this giant lizard fly" if there are enough small pieces of things I understand to help me buy-in.</p></blockquote><p></p>
[QUOTE="Argyle King, post: 8395636, member: 58416"] The latter part of what you said is my point. You have some understanding from which to base a ruling. In my anecdotal experience with teaching new players games, some of the biggest hurdles come when a game system works in a way which grossly defies expectations. Sure, dragons, elves, magic, and such are completely unrealistic; but I posit that even things such as those are (I believe) easier to buy into when the starting point is something a person can relate to. In other threads, I have used professional wrestling as an example. As an observer, I am aware that professional wrestling is a performance art. However, it is meant to mimic some semblance of reality. When it's done well, it is easier to buy the more extravagant elements if the small details are right. For example, an audience member may not know what a suplex feels like, but many people can relate to how it feels to get punched in the face or poked in the eye. So, when those things happen, an appropriate sell (a reaction to the "damage" done by the move) and reaction is something which can convey a baseline of reality to the audience before layering on The Undertaker being an undead wrestler or The Rock being able to beat someone with a highly theatrical elbow drop. In a similar way, a fire-breathing dragon feels a little more real when the fire lights things on fire. I'm willing to ignore things like "how does this giant lizard fly" if there are enough small pieces of things I understand to help me buy-in. [/QUOTE]
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D&D's Evolution: Rulings, Rules, and "System Matters"
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