Full-on combat as sport?
You are aware this is a game played at a table with dice, right?
Nobody tell him - let him enjoy his blissful innocence.![]()
No matter what the form of fiction, that fiction forms the reality in which that fiction's characters live; and it's up to the game to try its best to simulate that reality. If that simulation is at least somewhat grounded in our own Earth-based reality then so much the better for purposes of player uptake and immersion, but it doesn't have to be.I think D&D has only ever been about simulating other forms of fiction, not reality - to the point that I think simulation as a description just seems wrong.
If I might try to reconcile the gameplay differences here, @Artamo is positing that much modern DnD consists of people moving from encounter to encounter (social, environmental, or combat) and behaving strategically within those encounters. As opposed to a style where the players are poking stuff with 10 ft. poles and setting ambushes and engaging in combat outside the combat encounter.Why on earth would a group of PCs with any sense of self-preservation want to make a combat the least bit more challenging (i.e. dangerous) than they have to?
"Hey, I know, let's walk out of our hiding place and challenge those 20 Orcs to a fair fight! I mean, sure, they could easily kill two of us in the process, but that'd be way more fun than shooting most of them down from here and not taking a scratch, right?" Players who run PCs who think like that really do deserve to have those PCs die. Over and over again, if necessary.
Co-operative storytelling means you're co-operating to tell a story, but says nothing about what that story might consist of.
Yes, but that game is simulating what, in terms of the characters' reality?
Combat as war, where blood flows, survival is job one, and characters (and opponents) die in messy fashion?
Or combat as sport, where dramatic poses are struck, the foes die cleanly, and nobody else comes to any real harm?
There is a huge excluded middle here.If I might try to reconcile the gameplay differences here, @Artamo is positing that much modern DnD consists of people moving from encounter to encounter (social, environmental, or combat) and behaving strategically within those encounters. As opposed to a style where the players are poking stuff with 10 ft. poles and setting ambushes and engaging in combat outside the combat encounter.
The heck you on about?Why on earth would a group of PCs with any sense of self-preservation want to make a combat the least bit more challenging (i.e. dangerous) than they have to?
This comment is beneath you. I don't believe you are the type of grognard that belittles people just because you haven't' grasped the finer points of how they play yet."Hey, I know, let's walk out of our hiding place and challenge those 20 Orcs to a fair fight! I mean, sure, they could easily kill two of us in the process, but that'd be way more fun than shooting most of them down from here and not taking a scratch, right?" Players who run PCs who think like that really do deserve to have those PCs die. Over and over again, if necessary.
Okay? Who said it did?Co-operative storytelling means you're co-operating to tell a story, but says nothing about what that story might consist of.
Neither. It's a game. It isn't simulating anything, we are playing a game.Yes, but that game is simulating what, in terms of the characters' reality?
Combat as war, where blood flows, survival is job one, and characters (and opponents) die in messy fashion?
Or combat as sport, where dramatic poses are struck, the foes die cleanly, and nobody else comes to any real harm?

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