Campbell
Relaxed Intensity
I think which sorts of fictional situations you choose to have rules for is an aesthetic choice, not built out of necessity. We can handle any situation solely through fictional positioning. In fact, we had a whole session last night in our Blades game where to dig into some character history in the runup to the last few scores of our game we simply talked things out without any fortune mechanics, violent conflicts, physical conflicts and social conflicts were all part of it.
At the end of a lot of the social conflicts in the games I play in have as little similarity to our real-life social circumstances as a fist fight between me and the GM would have to fighting a dragon. One of the conflicts in our last Final Fantasy session involved my character Vael trying to get an assassin that had been trailing us to give up details about the Red Vow cult they were part of. My character was leaning in, pressing his hand that was enveloped in flames against the assassin while whispering threats in his ear (there was dialogue). Now we could try to mimic this more fully in real life, but my character is much slighter than I am, has a very different physical presence, has different fight or flight responses than I do. So, we went to the dice.
I don't think not going to the dice would have been a wrong answer, but I don't think not going to the dice in the violent confrontation the 5 year old version of my Blades character had in last night's session was wrong either. That there's a need to have rules for that.
There's nothing special about any particular fictional situation where one needs rules for one or one does not need rules for another. I believe claims to the contrary are basically attempting to establish a default or "natural" RPG experience instead of simply seeing the way they do things as one possible way.
At the end of a lot of the social conflicts in the games I play in have as little similarity to our real-life social circumstances as a fist fight between me and the GM would have to fighting a dragon. One of the conflicts in our last Final Fantasy session involved my character Vael trying to get an assassin that had been trailing us to give up details about the Red Vow cult they were part of. My character was leaning in, pressing his hand that was enveloped in flames against the assassin while whispering threats in his ear (there was dialogue). Now we could try to mimic this more fully in real life, but my character is much slighter than I am, has a very different physical presence, has different fight or flight responses than I do. So, we went to the dice.
I don't think not going to the dice would have been a wrong answer, but I don't think not going to the dice in the violent confrontation the 5 year old version of my Blades character had in last night's session was wrong either. That there's a need to have rules for that.
There's nothing special about any particular fictional situation where one needs rules for one or one does not need rules for another. I believe claims to the contrary are basically attempting to establish a default or "natural" RPG experience instead of simply seeing the way they do things as one possible way.