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Legends & Lore 4/1/2013
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<blockquote data-quote="Balesir" data-source="post: 6113459" data-attributes="member: 27160"><p>This was in general a fine post, but I would add just one detail that I find important just here.</p><p></p><p>With a little practice, I find it quite possible to think in (quasi-)game-world terms at this stage. I say "quasi" because there is an important difference that I think is inevitable; my own knowledge and understanding of the game system substitutes for the character's knowledge and understanding of the game world. The realities of fighting even human-sized enemies with edged weapons and shields is something I have no experience of; add to that the fact that the game-world physics that entail dragons and manticores flying, for instance, must be quite different to real world physics and I can only conclude that I have no real points of reference from the real world model that I carry in my head to the game-world model that we imagine the characters carrying in theirs. So the mechanical system acts as a proxy. I make judgements of likely outcomes or the advisability of a course of action by the character based on <em>my knowledge</em> of the game system. I imagine the character to be making <em>their judgements</em> based on a model of <em>their</em> world similar to the one I carry in my head of <em>my</em> world, but that model, like the character, is imaginary, so I can't use it directly.</p><p></p><p>If the mechanical system of resolution is actually a model held primarily in another (real) person's head, I have a problem. Now I have access to <u>no useful model at all</u> of the likely outcomes or validity of any plan I make for my character.</p><p></p><p>As a GM, placing my players in this position is not something I wish to do. The easiest (though not the only) way to avoid it is to tell them up-front what the system of resolution is. If a published work can do that for me, it's useful.</p></blockquote><p></p>
[QUOTE="Balesir, post: 6113459, member: 27160"] This was in general a fine post, but I would add just one detail that I find important just here. With a little practice, I find it quite possible to think in (quasi-)game-world terms at this stage. I say "quasi" because there is an important difference that I think is inevitable; my own knowledge and understanding of the game system substitutes for the character's knowledge and understanding of the game world. The realities of fighting even human-sized enemies with edged weapons and shields is something I have no experience of; add to that the fact that the game-world physics that entail dragons and manticores flying, for instance, must be quite different to real world physics and I can only conclude that I have no real points of reference from the real world model that I carry in my head to the game-world model that we imagine the characters carrying in theirs. So the mechanical system acts as a proxy. I make judgements of likely outcomes or the advisability of a course of action by the character based on [I]my knowledge[/I] of the game system. I imagine the character to be making [I]their judgements[/I] based on a model of [I]their[/I] world similar to the one I carry in my head of [I]my[/I] world, but that model, like the character, is imaginary, so I can't use it directly. If the mechanical system of resolution is actually a model held primarily in another (real) person's head, I have a problem. Now I have access to [U]no useful model at all[/U] of the likely outcomes or validity of any plan I make for my character. As a GM, placing my players in this position is not something I wish to do. The easiest (though not the only) way to avoid it is to tell them up-front what the system of resolution is. If a published work can do that for me, it's useful. [/QUOTE]
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