KidSnide
Adventurer
This is one way to formulate game rules, sure. If you want to prioritise anything but "immersion" and Simulationist, explorative play, however, it is a strictly inferior one for several reasons.Dausuul said:To me, the idea that a rule "displays itself" in the game universe has it backward. The game universe is the Thing, the primary source. It comes first. The rules are there as a support structure to help the DM and the players agree on how events in the game universe play out.
Where I think this approach really comes unravelled with D&D, however, is that D&D has, as core "tropes", levels, hit points and xp. If these elements of the rules really do describe real phenomenae in the game world, it is, in my experience, extraoriinarily difficult to get the game world to make any sense in an "internal consistency" way. It just doesn't "fit"; people can't be people any more when they can wipe out armies and yet are not rulers. Rulers cannot rule in any "normal" way when unchecked peons may develop into superheroes. In short, I think "simulationist", "explorative" or "world-based" play is a chimaera in a classic D&D world setting.
At the risk of going off-topic, I completely disagree. The view that the rules support the gameworld is consistent with a wide variety of play in D&D.
I think this is because you are starting with the false assumption that constructs like levels and xp "describe real phenomenae in the game world." The whole point of gaming with rules that support the game (instead of describing the game world) is that rules don't have to represent real game world phenomenae.
Levels and xp are a structure for PCs. There is no reason to assume that NPCs live their lives under the same set of advancement rules. If the whole world worked under PC rules, then the GM has a choice between accepting bizarre internal inconsistencies or limiting himself to a peculiar style of gameworld in which everyone important is an ex-adventurer.
Personally, I've long since grown tired of playing in "adventurer-dominated" game worlds, but I still want a rules set that focuses on PCs. If you want those two things (and internal consistency), you need to say: "the rules do not describe the game world -- they only describe the game." That's true (or, at least, mostly true) irrespective of the style of game.
-KS