hawkeyefan
Legend
But you are holding them to a standard of realism they have told you they aren't interested in. And even if they were, there is nothing contradictory. People do overcome fears. Some people aren't as responsive to adrenaline rushes. So the idea that they want to play a character who happens to be that way, is totally fine even if the measure is true world realism (which it isn't: but we have already discussed realism at length). A lot of these campaigns are even still operating inside of a genre for example (certainly not all of them, but you can have that). You can have a more action hero sandbox where the world is meant to feel real and plausible, even if characters are larger than life and do incredible things. It is about respecting things like internal consistency, characters acting on their real motives and goals, and not just having the NPCs show up from halfway across town in two seconds because it is a convenient encounter. Genre driven worlds can still be run with cause and effect as a primary concern.
Also people arent' drilling down into your style like this examining them for any hint of contradiction. Odds are if you are finding any conrtadiction, it is likely a lack of clarity on someone's part around what they are looking for, or it is a contradiction and they simply don't care because that contradiction brings more positive to the game than it takes away. Either way, I think there is big danger in people getting overly defensive and striving towards consistency of position here, because they may have a functioning game, but if they adjust their game in response to these critiques, it could undermine them (I have seen that happen in sandbox debates and it is one of the reasons I strive to take a non-ideological position on things: I realized adhering too strongly to a gaming philosophy can kill a campaign). So if there is a contradiction and it adds someone; who cares?
I'm not holding anyone to any standard. You're focuing on the wrong thing. I really don't care if people don't want to ever risk losing control of their character during play. I absolutely understand that preference and there's nothing wrong with it.
It is just odd when coupled with all these appeals to realism in other ways. That a climber can't know how difficult a climb will be, for example. That we can't always know if someone can be bribed. Sure, those may be true things, but they can get in the way of play, no?
The call for realism in one area and then the absolute abandonment of it in another area is just jarring.
Personally, I'd rather we just ditch "realism" as a reason for anything we do. Pretty much every game and every approach to play is seeking plausibility and consistency... so it doesn't really shed any light on anything.
Plus, once we do that... then we can discuss the actual reasons for the choices GMs and players make.