Sure, but you know how when you're playing an RPG video game and your character comes up to some boulders at the edge of the screen? No matter how much you climb and jump, your can never, ever pass that barrier. Now I don't fret over that limitation, because I know I'm playing a software game and there's nothing on the other side. So I appreciate the visual barrier and not just a cheesy 'you have reached the end of the universe' fence, but there's no BSing that the barrier exists, first and foremost, to delineate the play area. The boulders are simply a facade.With apologies, but, could I change that last bit from "nakedly obvious mechanics first" to simply transparent and unapologetic?
Because, honestly, I think that's a major sticking point with some people.
Well, that's a video game...
In a tabletop RPG, I don't want the naked underpinnings of the game thrust into my face. It makes it feel like a video game or board game. It may be "honest" in its transparency, but it distracts from my immersion, from the versimilitude (as you've already acknowledged to Nagol) and worst of all, it often sets arbitrary limits on the narrative (as described in previous pages -- you disagreed, indicating that the end result is often the same but I challenge that there are too many contrary examples).
Note that I don't have a problem with something like hit points. As an abstract measure of physical wounds, stamina, willpower, luck, and heroism, there need be no incongruity with fictional narrative and versimilitude, because it's flexible and accomodating enough to allow for almost any in-game narrative. I only have a problem with the other nakedly gamist mechanics that are incongruous with in-game potential and enforce arbitrary limits that make no fictional sense.
Last edited: