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What is "grim and gritty" and "low magic" anyway?
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<blockquote data-quote="nothing to see here" data-source="post: 1420584" data-attributes="member: 16432"><p>I'm quite enjoying this thread...</p><p></p><p>Role Playing is an act of imagination...I think everybody agrees on that. What I'm seeing in this thread is a basic break down into two different TYPES of imagination.</p><p></p><p>Group one -- who's imagination focusses on their role in the world...and playing the part of a character with exceptional (and sometimes magical) powers, in a world otherwise based around the same assumptions as ours.</p><p></p><p>Group two -- who'se imagination focusses insteas around the changing the assumptions of the world...whose PC's/NPC's are seemless parts of a world, the entire context of which is changed from our own.</p><p></p><p>It's not splitting hairs, when you think of it. Group one, while willing to suspend disbelief about many things (the existence of magic & monsters) expects the rules (and the DM's interpretation of them) to uphold certain preconceptions of reality (e.g. that each time you get with a sword, there should be a chance of serious injury or death). Group number two are willing to do away with the notion of reality which they feel bogs down the cinematic escapism of playing...therefore group two would tend not to favour grim & gritty playing (and would probably, more often than not prefer high magic)</p><p></p><p>Perhaps the difference can best be analogised to those whose imagination tends towards reflecting historical dramas, to those whose imagination reflects many cartoons. There are many shades of gray, and one approach is no better than the other.</p><p></p><p>Sorry to get esoteric on you here. I just think, on many of these debates, what is often overlooked is the role of personality. There is a real continium of the kind of escape people desire from roleplaying...and fascilitating this escape, more than anything else, is the deciding factor on the kind of rules players prefer.</p><p></p><p>On a totally unrelated point...</p><p></p><p>IF you work from the premise that grim & gritty means a higher danger level (i.e. risk of character death) from mundane encounters, then I'd reccomend Bastion's Press's 'Torn Asumder' book...which adds tremendous 'gritty' impact through the critical hit mechanic...</p><p></p><p>I've done up a little ditty that ties this mechanic to the instant death mechanics in UA. Haven't tried it in a game yet. But am itching to.</p><p></p><p>thanks for providing the entertaining read, folks</p></blockquote><p></p>
[QUOTE="nothing to see here, post: 1420584, member: 16432"] I'm quite enjoying this thread... Role Playing is an act of imagination...I think everybody agrees on that. What I'm seeing in this thread is a basic break down into two different TYPES of imagination. Group one -- who's imagination focusses on their role in the world...and playing the part of a character with exceptional (and sometimes magical) powers, in a world otherwise based around the same assumptions as ours. Group two -- who'se imagination focusses insteas around the changing the assumptions of the world...whose PC's/NPC's are seemless parts of a world, the entire context of which is changed from our own. It's not splitting hairs, when you think of it. Group one, while willing to suspend disbelief about many things (the existence of magic & monsters) expects the rules (and the DM's interpretation of them) to uphold certain preconceptions of reality (e.g. that each time you get with a sword, there should be a chance of serious injury or death). Group number two are willing to do away with the notion of reality which they feel bogs down the cinematic escapism of playing...therefore group two would tend not to favour grim & gritty playing (and would probably, more often than not prefer high magic) Perhaps the difference can best be analogised to those whose imagination tends towards reflecting historical dramas, to those whose imagination reflects many cartoons. There are many shades of gray, and one approach is no better than the other. Sorry to get esoteric on you here. I just think, on many of these debates, what is often overlooked is the role of personality. There is a real continium of the kind of escape people desire from roleplaying...and fascilitating this escape, more than anything else, is the deciding factor on the kind of rules players prefer. On a totally unrelated point... IF you work from the premise that grim & gritty means a higher danger level (i.e. risk of character death) from mundane encounters, then I'd reccomend Bastion's Press's 'Torn Asumder' book...which adds tremendous 'gritty' impact through the critical hit mechanic... I've done up a little ditty that ties this mechanic to the instant death mechanics in UA. Haven't tried it in a game yet. But am itching to. thanks for providing the entertaining read, folks [/QUOTE]
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What is "grim and gritty" and "low magic" anyway?
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