There's still something bothering me about the whole subjectivity argument. I can't put my finger on it.
A director is presented with 3 possible scripts for a war/action movie scene:
There is a massive fiery explosion. The character acts scared. He falls for cover. He lives (or dies).
There is a massive fiery explosion. The character acts nonchalant. He walks away at a cool pace. He lives.
There is a massive fiery explosion. The character acts nonchalant. He walks away at a cool pace. He dies in the shock wave.
The 1st scene is standard gritty action/war genre. The 2nd scene is standard action genre. The 3rd script would be universally disdained by any director (unless it was a parody). It would be implausible and ruin my immersion while watching the movie.
And yet the difference between the 3 scenes is entirely subjective.
1) it's subjective to rule that this fictional movie explosion is followed by a realistic shock wave
2) it's subjective to rule that this fictional movie character behaves in a "realistically" rational way in accordance with the way thing explode in his fictional world
The 3rd scene has nothing to do with D&D. I think it might have something to do with this thread. I could imagine the argument now on Enworld:
"That scene made no sense! It was a dissociated scene. The character would have tried to run or duck from the explosion"
There is still a lot more shared between our games in terms of rules and implied game physics than there are differences; because the mechanics, powers and class abilities have some considerable weight of genre expectation built into them.
I'm not really trying to argue with you CJ, just expanding on the experiential context of my previous post.
But even amongst those various worlds there were, barring special abilities or DM intervention, commonalities. As an example, one such commonality is that a greatsword will always, on average, do more damage than a dagger. That may be pure mechanics but it directly correlates to and influences the fiction of a D&D world.
That's not even the same at all.
So they just yawn when a grenade lands at their feet? They don't yell 'fire in the hole' or whatever is appropriate to handling live grenades?
If you did a story of nothing but the third one, that would be pretty strange. Maybe if you did the "big action hero" version of "Waiting on Godot" it would fit. However, if you do a story of nothing but the first one in parallel--where the character is also always dying, that also starts to get pretty strange. Why didn't you break that one out?
- There is a massive fiery explosion. The character acts scared. He falls for cover. He lives (or dies).
- There is a massive fiery explosion. The character acts nonchalant. He walks away at a cool pace. He lives.
- There is a massive fiery explosion. The character acts nonchalant. He walks away at a cool pace. He dies in the shock wave.
The director gets to choose one of these scenes for his movie that's it. I don't care about the rest of story. Just this one scene is all that matters. Isolating one little scene so that people don't extrapolate too far. I guess that's too much to ask for
Or we could NOT extrapolate, thus not avoiding the whole point.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.