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[Very Long] Combat as Sport vs. Combat as War: a Key Difference in D&D Play Styles...
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<blockquote data-quote="billd91" data-source="post: 5818017" data-attributes="member: 3400"><p>At this point, I'd have to ask "What kind of world do you think the PCs live in?" All of these posts saying that the DM has the ability to do all sorts of incredibly one-sided things to the PCs have to ask that question. That's what DMs, in effect, ask themselves. What constraints to the NPCs live under? What prevents the thieves guild from performing any sort of strike against the PCs? In some ways, this is why we like a lot of verisimilitude in our games. We draw on real world inspirations. If we break out of the boundaries we perceive as realistic, simply because the NPCs have the mechanical ability to do so, it doesn't <strong>feel</strong> right. </p><p></p><p>There are some metagame issues as well. Not always based on rules or what the rules suggest is fair, though. What constraints does the genre of the story put us under? There's a reason evil masterminds in spy games don't just blow the PC spies' brains out when they capture them. It's not genre consistent. Same with supervillains. Simply killing the heroes would be non-simulative of the genre in which we'd be playing. I don't see this as excluding Combat as War thinking, though. Rather, it's a question of recognizing the tropes of the genre. Combat as War can then proceed from there.</p></blockquote><p></p>
[QUOTE="billd91, post: 5818017, member: 3400"] At this point, I'd have to ask "What kind of world do you think the PCs live in?" All of these posts saying that the DM has the ability to do all sorts of incredibly one-sided things to the PCs have to ask that question. That's what DMs, in effect, ask themselves. What constraints to the NPCs live under? What prevents the thieves guild from performing any sort of strike against the PCs? In some ways, this is why we like a lot of verisimilitude in our games. We draw on real world inspirations. If we break out of the boundaries we perceive as realistic, simply because the NPCs have the mechanical ability to do so, it doesn't [b]feel[/b] right. There are some metagame issues as well. Not always based on rules or what the rules suggest is fair, though. What constraints does the genre of the story put us under? There's a reason evil masterminds in spy games don't just blow the PC spies' brains out when they capture them. It's not genre consistent. Same with supervillains. Simply killing the heroes would be non-simulative of the genre in which we'd be playing. I don't see this as excluding Combat as War thinking, though. Rather, it's a question of recognizing the tropes of the genre. Combat as War can then proceed from there. [/QUOTE]
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