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Gygax on Realism in Game Design
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<blockquote data-quote="GreyICE" data-source="post: 6010565" data-attributes="member: 6684526"><p>No, it's reacting to the rules and conceits that make up the system.</p><p></p><p>If resurrection is easy, then death becomes a lot less of a big deal. It's like clothing. Way back when, people had 1-2 pairs of clothes, TOTAL. A rip in clothing was a huge deal, that might be their only pair of pants. Today if a pair of pants gets torn and you flip out over it, everyone would think you're a little odd. Is that metagaming?</p><p></p><p>If players easily survive falling off a cliff, then falling off a cliff isn't a big deal. You might ask "are you alright?" if someone trips and falls down, but you don't expect them to be dead. </p><p></p><p>If crossbows don't do enough to kill you, then someone threatening you with a crossbow isn't really making a credible threat. You know you can take the bolt, and close with them and attack before they can do anything about it.</p></blockquote><p></p>
[QUOTE="GreyICE, post: 6010565, member: 6684526"] No, it's reacting to the rules and conceits that make up the system. If resurrection is easy, then death becomes a lot less of a big deal. It's like clothing. Way back when, people had 1-2 pairs of clothes, TOTAL. A rip in clothing was a huge deal, that might be their only pair of pants. Today if a pair of pants gets torn and you flip out over it, everyone would think you're a little odd. Is that metagaming? If players easily survive falling off a cliff, then falling off a cliff isn't a big deal. You might ask "are you alright?" if someone trips and falls down, but you don't expect them to be dead. If crossbows don't do enough to kill you, then someone threatening you with a crossbow isn't really making a credible threat. You know you can take the bolt, and close with them and attack before they can do anything about it. [/QUOTE]
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