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*TTRPGs General
The Difference Between Realism vs. Believability
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<blockquote data-quote="innerdude" data-source="post: 5261896" data-attributes="member: 85870"><p>LOL, well sometimes that's true--in my case especially. </p><p></p><p>I brought this topic up, because I feel as gamers we repeatedly discuss some topics, like rules heavy vs. rules light, or DM as adjudicator vs. DM as creator. </p><p></p><p>And I think that defining "realism" and "believability" creates a framework around which to discuss those other things. </p><p></p><p>For example, one of the great benefits of a "rules light" system is that it lets the GM interpret rules and outcomes according to what they see as being internally consistent with their vision. If swinging from the chandelier and drop kicking a foe <em>feels</em> internally consistent ("believable") witihin the GM's game world, they let you do it, with whatever resolution mechanic they feel is appropriate. To me, this more closely approximates "fun," if both the players and GM are on the same page about what the acceptable limits of "believability" are. </p><p></p><p>But the World's Most Popular RPG has consistently moved towards a rules-heavy interpretation--even 4e, with its simplified skills and character paths is very rules heavy. Interpreting a laundry list of powers relative to each other, and then choosing them to synergize with your own character's powers as well as your group's takes some serious rules mastery. </p><p></p><p>And I think there's a correlation between how a rules system is designed and how much freedom the GM has to broadly interpret both "realism" and "believability." For a GM who wants to maintain a high level of "realism," then having rules that create a high approximation of "real world" elements is important to them, because it helps them with what the see as being an intrinsic part of adjudication. For them, "realism" is an outcome they desire, because they feel it adds to what they're doing. </p><p></p><p>Some GMs aren't concerned at all about "realism" at all; they just want "believability." For them, the question is about how far outside "realism" can they deviate before "believability" suffers. </p><p></p><p>More and more I think that giving a GM more freedom enhances "believability" a great deal, even though it often sacrifices "realism"---but I don't think this is a bad thing. </p><p></p><p>I also think there's another interesting thread that could be made comparing an adherence to balance vs. believability, because there's some definite trade offs between them.</p></blockquote><p></p>
[QUOTE="innerdude, post: 5261896, member: 85870"] LOL, well sometimes that's true--in my case especially. I brought this topic up, because I feel as gamers we repeatedly discuss some topics, like rules heavy vs. rules light, or DM as adjudicator vs. DM as creator. And I think that defining "realism" and "believability" creates a framework around which to discuss those other things. For example, one of the great benefits of a "rules light" system is that it lets the GM interpret rules and outcomes according to what they see as being internally consistent with their vision. If swinging from the chandelier and drop kicking a foe [I]feels[/I] internally consistent ("believable") witihin the GM's game world, they let you do it, with whatever resolution mechanic they feel is appropriate. To me, this more closely approximates "fun," if both the players and GM are on the same page about what the acceptable limits of "believability" are. But the World's Most Popular RPG has consistently moved towards a rules-heavy interpretation--even 4e, with its simplified skills and character paths is very rules heavy. Interpreting a laundry list of powers relative to each other, and then choosing them to synergize with your own character's powers as well as your group's takes some serious rules mastery. And I think there's a correlation between how a rules system is designed and how much freedom the GM has to broadly interpret both "realism" and "believability." For a GM who wants to maintain a high level of "realism," then having rules that create a high approximation of "real world" elements is important to them, because it helps them with what the see as being an intrinsic part of adjudication. For them, "realism" is an outcome they desire, because they feel it adds to what they're doing. Some GMs aren't concerned at all about "realism" at all; they just want "believability." For them, the question is about how far outside "realism" can they deviate before "believability" suffers. More and more I think that giving a GM more freedom enhances "believability" a great deal, even though it often sacrifices "realism"---but I don't think this is a bad thing. I also think there's another interesting thread that could be made comparing an adherence to balance vs. believability, because there's some definite trade offs between them. [/QUOTE]
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