Haltherrion
First Post
Forked from: DMs: what have you learned from PLAYING that has made you a better DM?
I'm posing the above question to everyone who cares to read.
It's just something that I don't get when I read about "realism" OR "versimilitude":
Why do you expect things to act like reality, or act consistently, when they aren't real?
I can understand it if people just want to play in that kind of world, but I don't understand it when the tone is one of expectation that that's how things should always work.
FRP games like fantasy books and movies require a certain amount of suspension of disbelief but audiences still expect a certain amount of internal consistency. In general, for the latter cases, the smaller the amount of disbelief the better it works. Audiences will interprete the game, movie or novel within the mechanics of real-world + "established suspension of disbelief".
Games are somewhat different in pracitce in that they have a huge body of rules (generally) that defines the "disbelief" necessary to execute them but it is still the same principle. So if the rules call for high fire resistance and it is well integrated into the rest of the system, most folks won't complain.
But in all genres if the author/ref/screenwriter keeps changing the required suspension of disbelief, the audience gets annoyed. The reference point keeps changing and they lose the context for enjoying the situation. What's the fun of battling Sauron if Gandalf at the end of the books pulls out a nuclear fireball?
Now, some people might quibble with the amount of suspension of disbelief required for a certain work but that's a personal preference issue. You might like James Bond movies, others might think they are preposterous and stupid. Others might dislike anything to do with magic and prefer their RPs to be gritty historical games. There's nothing right or wrong about that.