It's funny you mention hit points, which are the original and ultimate "don't think about it" game construct.
And yet a lot of thought went into it, and explanation provided, in the 1E PHB and DMG.
It's funny you mention hit points, which are the original and ultimate "don't think about it" game construct.
And yet there was 30 years of people realizing that the mechanic made no sense within the reality of the game world, which led to a lot of tinkering with alernate wound systems and a lot of variations of "don't think about it."And yet a lot of thought went into it, and explanation provided, in the 1E PHB and DMG.
And yet there was 30 years of people realizing that the mechanic made no sense within the reality of the game world
Just as an additional point.
Despite the efforts of some, this is not meant as an edition war thread. This has nothing to do with edition really. The reason I haven't pointed at 4e is simply that I'm not terribly familiar with 4e mechanics, so, I cannot really make any comment either way.
This is about changing the paradigm for design. Flavour first design, regardless of edition, fails at the table. It causes far more problems than it solves. Sure, it's interesting, but, when the dice hit the wood, if it causes the game to grind to a halt, its bad.
The thing I take issue with in this assessment is the suggestion that John doing his Druid thing somehow robs the other players of their enjoyment of the game, that the players aren't sitting around the table enjoying being spectators for one of their friend's potentially most awesome game moment. I've done one-on-one fights/negotiations/love scenes/etc... as a DM, with all the other players still sitting at the table, and when it has been important to the player involved, it has almost invariably entertained and engaged the other players regardless of the status of their character at the time.
Exactly. Don't think about it; it's just a game construct, move on and have fun.Which is probably why Gygax wrote that essay in the 1e DMG about how D&D isn't intended to represent the "reality of the game world."
The first paragraph doesn't relate to my point, so I can see that I am not communicating it effectively. "In world" logic doesn't mandate that a work be of a particular genre. Cross-genre work also can -- and should -- have "in world" logic.
"In world" logic means that there is an underlying set of assumptions about why the world works as it does, and that specific cases are then extrapolated from those underlying assumptions.
This is, in reality, often a messy process. For example, within the Star Wars universe, there was an underlying assumption that there was a mysterious Force that allowed those who learned its ways to do things that would seem either "psychic" or "magical" (depending upon your outlook). Much of what happens in the classic trilogy is founded upon this bit of "in world" logic.
However, the classic trilogy was dismissed by some as "fantasy" or "not real science fiction" as a result, so in Episode 1, Lucas introduced the midichlorians. These don't violate the "in world" logic of the classic trilogy, but they certainly shift it. For example, we learn in Star Wars that the Force gives you power over weak minds. The presence/absence of midichlorians begs the question, though: Are weak minds weak because they lack a high midichlorian count? IOW, is weak-mindedness something that can be detected through technology in the Star Wars universe?
Similarly, Blade Runner (either the novel or the film) has a set (different for each) of "in world" assumptions that the work hangs on. In both cases, the "in world" assumptions disallow, say, Godzilla showing up just because it would be neat, or Deckard being able to perform supernatural combat stunts that don't happen to be supernatural.
A good hint that something fails on the "in world" logic front is that, when you begin to ask what something is supposed to represent, you are repeatedly told to just not think about it.
RC
It would be like comparing soccer to horseshoes.
You can always ask "but why." Eventually you have to just stop- otherwise you end up constantly asking "but why." Usefull in fields like science or research... But in a game... Kind of gets in the way of actually playing.
Were there people who would have preferred the old low-scoring high-fouling ultra-conservative shot-clock-less basketball? Sure there were! Some of 'em even wrote letters to the editor deriding the new innovation. Some people also think the earth is flat, or that the sun revolves around it. The point of this all is: some people are very wrong.