Oh. Well, I can't remember anyone arguing about that kind of detail.Some people will collect that as a "fact" about the larger universe Spiderman exists in. For them, in that world A35g is forever a breathable heat resistant nylon.
Oh. Well, I can't remember anyone arguing about that kind of detail.Some people will collect that as a "fact" about the larger universe Spiderman exists in. For them, in that world A35g is forever a breathable heat resistant nylon.
Oh. Well, I can't remember anyone arguing about that kind of detail.
Ok, I think I've got it all figured out. Realism, believability, suspension of disbelief, &etc., all mean the same thing. Namely: whatever the person saying "that's unrealistic" is unwilling to accept. Simple, really.![]()
I don't see a lot of that. I do see people expecting consistent rules, though. for example, some don't like having different builds for minions, regular monsters and PCs when they're supposed to be the same creature, story-wise.To boil it down to exaggerations I have noticed that:
Some people like the game world to be defined by the rules . If a thing is a thing in the game world it should have rules to describe it. (This group cannot have a Goblin Sharpshooter without also having rules to describe what a Goblin is, and what a Sharpshooter is. They want all elements of the rules in play to be fully defined before put into play.)
again, I don't see many people who are, as far as fantasy goes.I'm much less concerned about the general plausibility of levitating, ray-shooting ocular octopi, their ascent to positions of underworld power ...
certainly a great amount of detail can add depth and believability to a story but I don't think the fans just want lots of facts. I believe most of them want flavorful details and facts that make sense to them. ultimately, they expect a compelling story AND internal consistency. these are not competing goals, they are complementary.Mallus, I think you make some very cogent points. Particularly resonant for me is the idea that what believability, or realism, there is in rpgs is not to be found in the rules, which I've seen you express a few times recently. It's a strongly anti-sim position, and I think I agree with it.
Often critics of fantastic genre fiction will focus on what, to me, are really minor, piddling details like what firearm the hero is carrying, how many shots did he fire, or inconsistencies in some huge Marvel-esque type of world which no sane writer could be expected to fully grasp. A large gulf in viewpoint between fan and creator is apparent. Often I get the feeling that the fans are very different sorts of people than the writers. They aren't looking for a gripping, compelling story that speaks to the human condition. They want facts, and lots of them. Above all they read to learn about the world. I get the impression they prefer quantity over quality.
That is your problem and the problem of others like you who share your prespective. It is not a problem to me, my players and others like me.I don't see a lot of that. I do see people expecting consistent rules, though. for example, some don't like having different builds for minions, regular monsters and PCs when they're supposed to be the same creature, story-wise.
That all very well, different strokes for different folks but all it boils down to is that people will prefer different systems. So prefer Runequest or RoleMaster or D&D of a specific edition or vintage.snip stuff we do not disagree on....
they just don't want metagame and counterintuitive rules that get in the way of believability and immersion (and that's heavily system dependant)
Fully, fully agreed. And it seems to come throug in so many ways - the arguments about departures from gameworld canon, for example, or the view that alignment disputes can be resolved by setting up ever-more elaborate tables of "good" and "evil" actions.Mallus, I think you make some very cogent points.
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Often critics of fantastic genre fiction will focus on what, to me, are really minor, piddling details like what firearm the hero is carrying, how many shots did he fire, or inconsistencies in some huge Marvel-esque type of world which no sane writer could be expected to fully grasp. A large gulf in viewpoint between fan and creator is apparent. Often I get the feeling that the fans are very different sorts of people than the writers. They aren't looking for a gripping, compelling story that speaks to the human condition. They want facts, and lots of them. Above all they read to learn about the world. I get the impression they prefer quantity over quality.
Also known as "literary criticism written by engineers".This was what I was thinking about when I said nerds value consistency too highly.
By way of disagreement - I mostly read nonfiction, but two pieces of literature I've read/seen recently are "The Wind Up Bird Chronicle" and "Waiting for Godot". Both are gripping, compelling stories that speak to the human condition. Neither is inherently believable.I think a gripping, compelling story that speaks to the human condition is inherently a believable story.
Particularly resonant for me is the idea that what believability, or realism, there is in rpgs is not to be found in the rules, which I've seen you express a few times recently. It's a strongly anti-sim position, and I think I agree with it.
As a Rolemaster grognard I arc up a bit at this! I don't think it's such a strongly anti-sim position. You can play a purist-for-system sim game, like Rolemaster, in a way that focuses on important story elements rather than gameworld/canon minutiae. In a game like RM (and RQ) the purist-for-system elements are confined very much to the personal level - PCs/NPCs/monsters, rules for interpersonal interactions (whether talking or fighting), jumping over ditches etc. The economics, geography and sociology are left outside the scope of the build and resolution rules - but these are the things that are at stake in the believability/ fan vs creator question, I think.So prefer Runequest or RoleMaster or D&D of a specific edition or vintage.
There will always be comic book fans, Trekkies, etc. who analyze this sort of thing. These are people who point out that the tie was blue in scene 1 but then the tie is red in the next scene, that writer 1 made the Hulk stronger than writer 2, an issue that's external to the believability of the fiction.And it seems to come throug in so many ways - the arguments about departures from gameworld canon, for example...
This is someone obsessed with adjucating the rules of the game. As above, this has nothing to do with in-game or in-fiction believability....or the view that alignment disputes can be resolved by setting up ever-more elaborate tables of "good" and "evil" actions.
I just imagined roleplaying in an absurdist fiction setting, and it came out funny at first and then a complete mess. Haven't actually read those books so nothing further to add.I mostly read nonfiction, but two pieces of literature I've read/seen recently are "The Wind Up Bird Chronicle" and "Waiting for Godot". Both are gripping, compelling stories that speak to the human condition. Neither is inherently believable.
The furious emphasis that believability requires numerous factual fantasy details mystifies me. Yes, every nice compelling detail helps to flesh out the believability of the world (ie., Dune, Hyperion, etc.) Yes, details have their time and place and it's up to the writer or developer to decide how much to include. No, readers and players in general do not consciously demand a certain level of details simply to ensure believability.At least as I read them, the point that Doug and Mallus are making is that the quality of a story doesn't turn primarily on the accuracy of the geography, or the plausibility (considered in and of itself) of the ecology, or even of the sociology (can someone please explain Middle Earth's economy to me? how does the Shire have such a high standard of living when it is essentially an autarky?).
I think it's totally and absolutely believable that humans would be racist towards orcs in-game. In fact, if humans were politically correct towards orcs, I would find it completely unbelievable and upsetting (assuming that orcs are usually antagonistic, unlike Eberron's orcs if I understood it correctly). If the players thought that correct roleplaying included lynching of orcs and other Klu-Klux-like behavior, well, that's a loaded debate beyond the scope of this thread.Example 1: Is D&D racist in the way it treats PCs races, "monster" humanoid races like orcs, etc? This question comes up from time to time. One of the most common responses I see is that "No, it isn't, because orcs don't really exist and so there is nothing racist about them being objectively worthy of condemnation within the gameworld. And in any event they're a different species, not a different race, from humans." Notice that this response assumes that the framework for answering the question about racism is the framework of the gameworld fiction. Whereas for me, and (I assume) for others who take the worry about racism seriously, the framework for answering the question is the real world, with the gameworld fiction understood as a cultural artefact in the real world.
Another big topic. I hated the belief conceit in Planescape. I mean, the idea was cool, but it was never carried through in any meaningful way.Example 2: Love for the Planescape setting. This is often articulated by reference to the setting's detail, and the way that detail (cunning yugoloths, blood war, factions, layers shifting from Nirvana to Arcadia - or vice versa, I can't remember - etc) exemplifies the principle that belief shapes the planes.