A GMing telling the players about the gameworld is not like real life

I just looked at those rules, and while they are better than D&D at combat realism, it's still not really simultaneous combat. If your side rolls badly, the other side can keep moving and moving before you get to move. The reactive fire helps try and minimize that, though.

Yeah, I really like the reactive fire rule. The system steps away from the idea of everyone taking turns, and instead allows actions based on what is happening during a fight. If one squad moves forward, they move forward until they are stopped, and enemies can respond to this by making attacks as the squad moves out of cover.

It's not perfect, but its a lot closer to modeling the chaotic nature of combat, where people don't just take turns attacking. And a reaction basically takes place simultaneously with another squad's movement. I think this shows that you can create a rulesystem that comes a bit closer to realism than most other systems that I know of, and that plays faster as well.
 

log in or register to remove this ad

Ilbranteloth

Explorer
This thread is a spin-off of this thread. Its immediate trigger is the following post:


In real life, people move through a physcially-structured environment where events happen in accordance with causal processes. Notions of request, permission, decision etc have no explanatory work to do in relation to real-life causal processes (except for a rather narrow range of phenomena involving interactions between human beings).

At a RPG table, in the situation being described in the posts above, the players give rise to an idea - our PCs find some sect members at the teahouse - and they suggest that that idea should be an element of the fiction that is being collectively created at the table. The GM then decides whether or not that idea actually does become part of the shared fiction, and communicates that decision to the players by telling them what it is that their PCs find at the teahouse.

That causal process has very little in common with the causal processes that bring it about that, if I go to a teahouse looking for members of a particular sect, I find any of them there. The most obvious difference is that whether or not, in real life, I meet any sect members doesn't depend upon whether anyone takes up a suggestion I make about an interesting idea.

Whether or not the GM making decisions about the gameworld, and then conveying that to the players, makes for good RPGing seems a matter of taste. But whether or not such a process is like real life seems a straightforward matter of fact. It's not.

Ok, something that interests me greatly, but I don’t have time to go through all the posts now, so I apologize if I’m repeating others’ positions.

To me the crux of the matter is the perception of the players.

I’m not concerned whether the causal processes of the game world mirror that of our world. My concern is that it seems like they are.

For example a common leadership technique to help build buy-in and consensus is to make somebody else think an idea is theirs. It doesn’t really matter if it is, as long as they think it is. Because people tend to be more invested in things that are.

So when a scenario like your example comes up, I don’t care whether I had written up the people that are present ahead of time, determine it randomly, decide on the spot, or any combination of these and other approaches and techniques.

What I care about is how the players/PCs experience it. And that essentially comes down to being believable, which is a bit of an art.

For example, something nature is good at, but people aren’t, is being sufficiently random. For example, if you were to build a model of terrain of a small field and part of a forest, it often looks “not quite right.” Not because of the textures, materials, and such, but because we have a hard time being random in our placement, but not too random. The art is in making it look appropriately random.

But the reality is, it’s not really entirely random. There is a causal process at work, which is what [MENTION=42582]pemerton[/MENTION] is referring to.

So when a player says they want to go to the tea room to see if so-and-is is there, I can consider that causal process. It’s not a question of going through every potential activity and interaction that person might have made to place them in the tea room or not. But we can consider that process when setting a probability between yes, no, or it’s not obvious enough so I’ll roll.

As GM I might have considered this process ahead of time, and already have an answer. We’re not really modeling the causal process per se, but using our understanding of the existence and general nature of that causal process to model the results.

This is part of what I’d consider realism. That is. The part that the players experience feels like they experience the real world. In other words, it generally makes sense based on how they experience life in this world. Even with elements of fantasy, magic, etc., the events presented by the GM “make sense.”

To me it’s similar to what a writer might describe as “the story writing itself.” When the player asks goes to the tea room, the rules of the game frame how to determine whether or not they are there. That impacts who provides input into that decision, but it can still be made to model “reality.”

Now I get that to some players that the process is as important if not more important. This too is a perception thing, and that is the perception of whether the cool thing that happens in the story is more or less important to how that result was accomplished. And thinking about it, they are kind of focusing on two different things. If it’s the results that matters more - the focus is on the characters. If the process matters more, then the focus is on the players and/or the game.

To some, a TPK at the hands of the monster is fine if that’s the way the dice fell.

To others, they don’t want a TPK even if that’s what the dice say.

Another group are fine with the TPK regardless of dice or not, as long as it was interesting.

So I get the sense, [MENTION=42582]pemerton[/MENTION], that your measure of realism is more about the process rather than the result. But I disagree. I think that for many (most?) the experience is what matters. TV shows, movies, books, rtfs can all be experienced as “realistic” whether they are an account of actual events or fiction.

The show Westworld is also a great study of what’s real and what’s not. The guests can experience, for example, a train robbery. One guest might experience it as a game, because they know that it’s not real, and they focus in part on the fact that it isn’t. But another can be fully immersed, and experience it as real. If a guest wasn’t informed how the park worked, the event would be real, as far as they were concerned.

I think that realism is a matter of perception, and focus. Do you choose to experience the game as if things were happening due to normal causal processes? If the GM is good at simulating the results of these processes it might be very easy to suspend your disbelief and experience it from that perspective.

In the time I’ve known you on the forums, you seem particularly opposed to GM secrets, and characterizing techniques such as “mother may I,” or, “playing to learn what’s in the GM’s notes,” etc. I find those as a superficial short-hand that fails to acknowledge that, say, a GM’s prepared material isn’t always fixed, isn’t independent of ongoing activities in the game, and is able to incorporate player input.

But without getting into where I might disagree, I think it highlights that your perception of, and the way you experience the game is centered around the process, at least in part. There isn’t anything wrong with this, and I’d go so far to say it’s probably a characteristic and part of who you are. And there are games designed specifically for that playstyle.

I don’t fully “get it” because it’s not the way I experience it. For example, there are people that will say a DM fudging a die roll invalidates their success and ruins the game. From an intellectual standpoint I understand what they are saying. But I don’t “get it.” Because it’s not a feeling I’ve ever experienced. I enjoy knowing what happened behind the curtain. Wow, we were about to die 27 times and you altered things to make sure we didn’t? Cool! Nicely done! In other words, I just don’t care about that. At all.

That’s just part of who I am.

And I think that’s part of the disconnect between players like you and me. We can agree on lots of things. But a lot of threads like these (another example - What is World Building For?) not only highlight philosophical differences, but experiential differences.

I also think we can still learn a lot from each other. My approaches to GMing have changed from discussions with you and others.

For a person like me, who values “realism,” it’s about the experience. It’s more important than the process. It’s more important than “The Rule of Cool,” or “Just Say Yes,” and doesn’t condemn illusionism, fudging,or similar techniques. It’s not my job to ensure you can succeed in an encounter, and balance is not fetishized. A half-orc with a penalty in Intelligence can still strive to be a wizard, and while I try to provide an interesting experience, I can’t be entirely responsible for your fun. No, you don’t need to be able to buy magic items with your treasure, but you will pay taxes, money-changing fees, and for food, and other necessities. You’ll probably be targeted by thieves as you flaunt your new wealth. Poison can be save or die. And if you fall in a 50’ pit by yourself with no rope, no way to fly, and break a leg and can’t climb, you might just die in a couple of days at the bottom of a pit. And even if you get out, that broken leg will be a problem for a while unless you have access to 7th level or better spells (and you probably don’t). Sometimes it sucks to be an adventurer.

It’s also not about me, the GM. Yes, I’ll provide plot hooks and threads, events, etc. Yes, it’s a creative process for me. But it’s also an impartial process for me. The giants stealing sheep from the local farmers are doing it because the winter has been unusually harsh. And if you, the PCs, decide to do something about it. Great. Or not. It doesn’t matter to me, although what you choose to do or not will have consequences.

Although it acknowledges the existence of the process, it’s not about modeling the causal process itself, it’s about modeling the results of the process.
 

pemerton

Legend
It seems to me that, if the players declare We go to the teahouse to look for sect members, then clearly it is believable to them that the sect members might be in the teahouse.

So it seems to me that, whatever method is used to work out whether or not the PCs find sect members in the teahouse, it won't contradict believability for them to be their.
 

Ok, something that interests me greatly, but I don’t have time to go through all the posts now, so I apologize if I’m repeating others’ positions.

To me the crux of the matter is the perception of the players.

I’m not concerned whether the causal processes of the game world mirror that of our world. My concern is that it seems like they are.

For example a common leadership technique to help build buy-in and consensus is to make somebody else think an idea is theirs. It doesn’t really matter if it is, as long as they think it is. Because people tend to be more invested in things that are.

So when a scenario like your example comes up, I don’t care whether I had written up the people that are present ahead of time, determine it randomly, decide on the spot, or any combination of these and other approaches and techniques.

What I care about is how the players/PCs experience it. And that essentially comes down to being believable, which is a bit of an art.

For example, something nature is good at, but people aren’t, is being sufficiently random. For example, if you were to build a model of terrain of a small field and part of a forest, it often looks “not quite right.” Not because of the textures, materials, and such, but because we have a hard time being random in our placement, but not too random. The art is in making it look appropriately random.

But the reality is, it’s not really entirely random. There is a causal process at work, which is what [MENTION=42582]pemerton[/MENTION] is referring to.

So when a player says they want to go to the tea room to see if so-and-is is there, I can consider that causal process. It’s not a question of going through every potential activity and interaction that person might have made to place them in the tea room or not. But we can consider that process when setting a probability between yes, no, or it’s not obvious enough so I’ll roll.

As GM I might have considered this process ahead of time, and already have an answer. We’re not really modeling the causal process per se, but using our understanding of the existence and general nature of that causal process to model the results.

This is part of what I’d consider realism. That is. The part that the players experience feels like they experience the real world. In other words, it generally makes sense based on how they experience life in this world. Even with elements of fantasy, magic, etc., the events presented by the GM “make sense.”

To me it’s similar to what a writer might describe as “the story writing itself.” When the player asks goes to the tea room, the rules of the game frame how to determine whether or not they are there. That impacts who provides input into that decision, but it can still be made to model “reality.”

Now I get that to some players that the process is as important if not more important. This too is a perception thing, and that is the perception of whether the cool thing that happens in the story is more or less important to how that result was accomplished. And thinking about it, they are kind of focusing on two different things. If it’s the results that matters more - the focus is on the characters. If the process matters more, then the focus is on the players and/or the game.

To some, a TPK at the hands of the monster is fine if that’s the way the dice fell.

To others, they don’t want a TPK even if that’s what the dice say.

Another group are fine with the TPK regardless of dice or not, as long as it was interesting.

So I get the sense, [MENTION=42582]pemerton[/MENTION], that your measure of realism is more about the process rather than the result. But I disagree. I think that for many (most?) the experience is what matters. TV shows, movies, books, rtfs can all be experienced as “realistic” whether they are an account of actual events or fiction.

The show Westworld is also a great study of what’s real and what’s not. The guests can experience, for example, a train robbery. One guest might experience it as a game, because they know that it’s not real, and they focus in part on the fact that it isn’t. But another can be fully immersed, and experience it as real. If a guest wasn’t informed how the park worked, the event would be real, as far as they were concerned.

I think that realism is a matter of perception, and focus. Do you choose to experience the game as if things were happening due to normal causal processes? If the GM is good at simulating the results of these processes it might be very easy to suspend your disbelief and experience it from that perspective.

In the time I’ve known you on the forums, you seem particularly opposed to GM secrets, and characterizing techniques such as “mother may I,” or, “playing to learn what’s in the GM’s notes,” etc. I find those as a superficial short-hand that fails to acknowledge that, say, a GM’s prepared material isn’t always fixed, isn’t independent of ongoing activities in the game, and is able to incorporate player input.

But without getting into where I might disagree, I think it highlights that your perception of, and the way you experience the game is centered around the process, at least in part. There isn’t anything wrong with this, and I’d go so far to say it’s probably a characteristic and part of who you are. And there are games designed specifically for that playstyle.

I don’t fully “get it” because it’s not the way I experience it. For example, there are people that will say a DM fudging a die roll invalidates their success and ruins the game. From an intellectual standpoint I understand what they are saying. But I don’t “get it.” Because it’s not a feeling I’ve ever experienced. I enjoy knowing what happened behind the curtain. Wow, we were about to die 27 times and you altered things to make sure we didn’t? Cool! Nicely done! In other words, I just don’t care about that. At all.

That’s just part of who I am.

And I think that’s part of the disconnect between players like you and me. We can agree on lots of things. But a lot of threads like these (another example - What is World Building For?) not only highlight philosophical differences, but experiential differences.

I also think we can still learn a lot from each other. My approaches to GMing have changed from discussions with you and others.

For a person like me, who values “realism,” it’s about the experience. It’s more important than the process. It’s more important than “The Rule of Cool,” or “Just Say Yes,” and doesn’t condemn illusionism, fudging,or similar techniques. It’s not my job to ensure you can succeed in an encounter, and balance is not fetishized. A half-orc with a penalty in Intelligence can still strive to be a wizard, and while I try to provide an interesting experience, I can’t be entirely responsible for your fun. No, you don’t need to be able to buy magic items with your treasure, but you will pay taxes, money-changing fees, and for food, and other necessities. You’ll probably be targeted by thieves as you flaunt your new wealth. Poison can be save or die. And if you fall in a 50’ pit by yourself with no rope, no way to fly, and break a leg and can’t climb, you might just die in a couple of days at the bottom of a pit. And even if you get out, that broken leg will be a problem for a while unless you have access to 7th level or better spells (and you probably don’t). Sometimes it sucks to be an adventurer.

It’s also not about me, the GM. Yes, I’ll provide plot hooks and threads, events, etc. Yes, it’s a creative process for me. But it’s also an impartial process for me. The giants stealing sheep from the local farmers are doing it because the winter has been unusually harsh. And if you, the PCs, decide to do something about it. Great. Or not. It doesn’t matter to me, although what you choose to do or not will have consequences.

Although it acknowledges the existence of the process, it’s not about modeling the causal process itself, it’s about modeling the results of the process.

I think the argument that the process needs to be the same for realism across mediums is actually highly fallacious. That would be like arguing for realism to be portrayed correctly in film, it would have to follow the same process as reality. But films are edited and put together in ways that follow processes demanded by the medium, not by real world physics (though they intersect at obvious moments). The same thing for a book or a comic. What matters is the result, its impact on the audience, and the amount of internal consistency/logic you can find when examining it closely (or by asking the GM questions after the session).
 

It seems to me that, if the players declare We go to the teahouse to look for sect members, then clearly it is believable to them that the sect members might be in the teahouse.

So it seems to me that, whatever method is used to work out whether or not the PCs find sect members in the teahouse, it won't contradict believability for them to be their.

I think the method can matter. A lot of this would pivot though on why they suggested the tea house. If they suggested the tea house because they had good reason to suspect the people were there, then sure they probably won't find anything a miss when they go there and the bone breaking sect is present. I think though if the GM is frequently having things happen simply because the PCs suggest it, over time, they may start to suspect their ideas are driving the reality of the campaign. And I think that is the crux of it. If their ideas are not actually the thing making that determination, there isn't really anything to hide in terms of believability. The GM is honestly making that determination based on existing material or reasoning his/her way to a conclusion about it based on criteria like what makes sense based on what is going on. Generally when believability collapses in a campaign, it isn't a certainty, it is more like a dawning realization. Similar to how you sometimes slowly realize you've been in a railroad if no matter what direction you go, you were bound to face that same plot hook or adventure. If no matter where we decide to go, what we are looking for is there, it is kind of the quantum ogre problem, just in reverse.
 

Lanefan

Victoria Rules
It seems to me that, if the players declare We go to the teahouse to look for sect members, then clearly it is believable to them that the sect members might be in the teahouse.

So it seems to me that, whatever method is used to work out whether or not the PCs find sect members in the teahouse, it won't contradict believability for them to be their.
Context matters.

If the PCs in the fiction have already found or suspected a connection between the sect and the teahouse the expectation of finding sect members there would (or should!) quite reasonably be somewhat higher than if the teahouse visit was purely speculative.

It's when a disproportionate number of purely speculative actions pay off - i.e. coincidence gets stretched too far - that things quickly start becoming less believable. This can happen in a few different ways:
- the players are more or less subtly being led by the nose and don't realize it; or
- the GM says yes far too often, and-or
- the GM is letting the players make up the story and just going with whatever they suggest rather than enforcing setting constraints and-or plausibility.

All three of these are bad for believability - and thus playability - in their own ways.
 

Shasarak

Banned
Banned
I think we should educate our players not to hold racist stereotypical beliefs about how all sect members are some kind of tea drinking miscreants with nothing better to do with their time but to hang around at tea houses.
 

IMO some areas where 4e broke this was... too much balance (especially around magic items, encounters, etc.) in these videogames the rewards for exploration are real, you want a god roll weapon or a rare perk or powerful armor that actually powers you up and gives you a real advantage in the game... and if you're good enough, lucky enough or have a good enough team you'll risk more difficult areas of play to get a chance at better rewards. 4e instead gave us the expectation of balanced encounters, bland pseudo rewards that could easily be substituted out with a +x modifier, a set # of treasure parcels at every level, and a power curve that kind of dropped to super easy through paragon and epic tier.

I find this to be a fallacy. In ANY game system, if certain capabilities are available to the players then said game is going to assume the presence of those capabilities. There is, thus, no such thing as an 'actual power up' as opposed to a pseudo reward'. In AD&D if the DM rewards the PCs with the Axe of the Dwarvish Lords and a Holy Avenger +5, then surely the following challenges they are matched against from that point onward will scale to take those things into account. Thus it may be true that "Level 10" in AD&D by itself means less than it does in 4e, as there are relatively few guidelines as to what sort of rewards PCs should get at any given point in the level system of that game. It is fair to say that all level 10 4e PCs have roughly the same potency against a given encounter budget or SC of a given level/complexity, but is this really a bad thing?

Beyond that, how does this logic play out? If we accept that AD&D allows for these 'big rewards' then surely if a DM steadfastly withholds them, then aren't they denying their players an element of the game which they can expect? This leads us right back to the fallacy of 'actual power up', the existence of such power ups implies they will be used. Its an open question of pacing as to when (this really is not too much tied to what level they come into play, as in AD&D the DM is relatively free to provide for slow or fast level advancement).

Not to mention it then created a combat engine that instead of being exciting, fast paced and easily resolved was sloooowwwww (another area where videogames were already ahead that 4e just made worse). It basically, when played as presented, made exploration, at least from a reward perspective, pointless that's why these videogames do it so much better than 4e.

This one is of course a matter of lived experience, so I'm in no way going to dispute what you experienced. My own experience with running 4e was that I was able to create exciting and engaging 'action scenes' pretty easily, and that these didn't have any specific tendency to bog down. I mean, I can remember several combats where things got 'stuck' for this or that reason, but I wouldn't say it was worse than in AD&D especially (where you could easily have encounters that were filled with 'whiff fest' where everyone needed at least a 15 or more to hit and 10 rounds could go by with nothing much happening). Moreover AD&D (and 3.x even more so) often commits the sin of leaving some of the PCs with nothing significant to do at all. The wizard without a useful spell, the thief once he did his one backstab, sometimes a fighter vs certain types of opponent, anyone that failed on a SOD. Nothing is slower than watching from the sidelines...

Now honestly I think anything done in perpetuity is going to get boring at some point and I also think your are drawing a false dichotomy between exploration and story/plot... they aren't mutually exclusive or at odds with each other and my preferred method is a combination of the two.

Can't disagree with this ;) Everything is story! If exploration is there, it is because it is what the players WANT in their story!
 

I find this to be a fallacy. In ANY game system, if certain capabilities are available to the players then said game is going to assume the presence of those capabilities. There is, thus, no such thing as an 'actual power up' as opposed to a pseudo reward'. In AD&D if the DM rewards the PCs with the Axe of the Dwarvish Lords and a Holy Avenger +5, then surely the following challenges they are matched against from that point onward will scale to take those things into account. Thus it may be true that "Level 10" in AD&D by itself means less than it does in 4e, as there are relatively few guidelines as to what sort of rewards PCs should get at any given point in the level system of that game. It is fair to say that all level 10 4e PCs have roughly the same potency against a given encounter budget or SC of a given level/complexity, but is this really a bad thing?
!

I think it is fair to say 4E was very balanced (way more than 3E was in my opinion). I don't that is bad. It is just where things were at the time. On the heels of 3E, making a more balanced game made some kind of sense. I did want more balance. I think I didn't realize that I just wanted a tad more balance (less optimized builds, for instance). I think where 3E and 4E are similar is this idea of building encounters around the party's ability (scaling and balancing encounters to the party). this did kind of exist in AD&D but you really had to eye ball it, and it wasn't an assumption at most tables I played at that the encounters were that tailored to the group. I think the issue of 'automated balance and scaling' are a different thing entirely. That is a matter of how much you want the system to play to the conceit of game balance automatically. Personally I like rough edges in games, and I like things that are external to the characters (like magic weapons) to not be automatically assumed. But that does lead to less certain outcomes for the party.
 

That is absolutely true, and I earnestly believe that is valid for those people. But if a player approaches us and tells us that they want us to run a game with greater realism, then we are placed in the position of having to unravel and tease out from them how that means for them and how they want that realism applied more palpably.
It is worse than just that, because there are all these vast dimensions to the 'unreality' of D&D. When a person is insisting on 'realism' and 'D&D' at the same time, they MUST perforce be using an EXTREMELY selective definition of realism!

Most of D&D, frankly, simply cannot be gauged on a scale of realistic to unrealistic at all, because it is entirely fantastic. Even the most generous interpretation of hit points as luck/skill/chutzpah/whatever with a little 'meat' thrown in is still completely crazy. Its impossible to imagine high level characters, there's simply nothing even vaguely like a person of 4th or higher level (in most classes) in AD&D. Sure, sometimes people are lucky and survive crazy things like falling 10 stories, or being mauled by a bear, or maybe sometimes we hear a story of a soldier who defeats 100 enemies single-handedly. However, there are NO stories about real people who do this kind of thing again and again. Luck isn't some sort of attribute that people have; in the real world its simply a statement about probabilities and our perception of certain outcomes as unusual. Likewise no amount of skill allows you to fall 30' over and over again onto hard surfaces and not die.

But this is only one SMALL example. I could point out 100 more, but they should be pretty obvious. Most of it ends up falling under the rubric of "but it is magical." So, why is it only certain things are allowed to be magical in this type of analysis? Oddly they generally seem to be selected such as to allow only for the 'traditional play' of D&D! It seems to me that, in general, the 'realism argument' is really an argument for playing D&D in a certain specific style. So it would be more effectively framed that way!

I agree that natural recovery is something that we experience in life; however, I still think that it exists as smokescreen for discussion about healing in games where health points are primarily an abstracted pacing mechanic. I see the emphasis of most game design discussion not on "how realistic do we want healing in our games?" but on "what sort of pacing do we want for our games?"

Overnight healing in 5e, for example, does not seem to stem from any debate about the degree of realism, but, rather, from the degree of pacing: i.e., how they quickly they wanted characters back up on their feet for adventurous gameplay. Even with 1e, I suspect that it was less about realism and more about game pacing as well. "If you don't want to be out of action of a long time, play smart and avoid combat!" Any approximation to realism may have been incidental.

Healing in AD&D isn't any more realistic than it is in 4e or 5e. I mean, spend even a few hours around people recovering from serious injuries such as would almost inevitably result from (and historically DO result from) melee combat. AD&D's model of recovery is preposterously unrealistic, in every particular. It is at least an order of magnitude too fast, for all but the most trivial injuries which would hardly inconvenience a hard-core combatant. It utterly ignores the devastatingly disabling nature of the vast majority of such injuries. Sure, people recover pretty well from a lot of injuries, EVENTUALLY and with lots of PT and whatnot, but they don't just get perfectly better after lying down for a week without significant care. Most often there is at least some permanent disability. This is not even to address the lack of realism in modeling injury to begin with.

I am always left questioning just what is any more unrealistic about healing at the end of a single day. Really, after all of the above THAT is the one straw that broke the camel's back? Again, I am left mostly with the impression that it is disliked merely because it isn't how EGG did it in 1974. That is FINE, really, but should more profitably be described as such, and not as some mythical search for 'realism'.

So when designing games, this is often a question of "how do we want this mechanic to reflect the tone or desired play experience of the game?" or "How does this mechanic reinforce the themes of the game?" So I don't necessarily assume that realism is the baseline presumption in game design. I do assume, however, that the baseline presumption of game design is a desire to cultivate a "fun" experience.

I think there IS a principle that is engaged in terms of making things COHERENT. This isn't the same as realistic, but there are some parallels. Players need to be able to reason about the situations which their characters find themselves in, so that they can come up with mutually acceptable decisions about what is implied by the fictional positioning. This is important to the GM, in order to communicate what the meaning of a given scene is (IE what is at stake, how does the situation bear on the PC's interests/character/plans/resources). It is important to the players in terms of what they see as being 'in bounds' in terms of the actions they can take, realistic possible fiction they could introduce (in some games, not all allow this), etc.

Examples are of course trivial but could include:

1) Is this pit in the floor in front of me hazardous? To what degree? What is involved in climbing down into it?

2) Is it acceptable for me to leverage a game mechanic to produce a laser pistol which I find in the Duke's bathroom?

3) Am I risking my character's health if he plunges into the city sewers?

All of the above are questions which could be asked. #1 and #3 are significantly impacted by questions of 'realism' (IE how does gravity work, how does damage work, is disease a consideration and how does it work, etc.). It is certainly helpful, at a default baseline level, if the players can reason about these things in terms they are familiar from in the real world. Of course, few of us are well-versed in what the chances of infection are from plunging into real-world sewage, so the value of this approach is finite, but it still has value as a baseline. This is why you will see very few RPGs which don't at least begin by establishing their relation to real-world elements, nor do many assume that the most common fundamental elements of the world are radically different (IE they pretty much all assume gravity works like in reality).

#2 is a different question of course, but is still closely related in that it deals with 'genre coherency' which is a way of simplifying the task of deciding what the world is like even in unrealistic terms.
 

Remove ads

Top