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General Tabletop Discussion
*TTRPGs General
A discussion of metagame concepts in game design
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<blockquote data-quote="Ilbranteloth" data-source="post: 7468467" data-attributes="member: 6778044"><p>I thought you had a better imagination than that <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>For me it’s simple. Things that have a real world counterpart work the same way. Things that don’t have a real world counterpart might work similarly to one, or not. In most cases it’s really not important to know. During the course of the game it’s probably only necessary to know that the giant weighs 2,000 lbs. it doesn’t really matter if that meets the laws of physics. </p><p></p><p>On the other hand, when that giant throws a rock, the laws of physics can certainly help. </p><p></p><p>Unless there’s a reason for me to specifically know something about a cloud island, it doesn’t matter much to me. I’d say no, once the magic has trapped the cloud into an island form it doesn’t interact with the water cycle at all. It doesn’t rain, and doesn’t get smaller. It doesn’t even have the proper properties of a cloud because you can walk on it and build a castle on it. Otherwise, until such a cloud is trapped and transformed by magic, it works the same as here.</p><p></p><p>See, that wasn’t so tough! I do like things to “make sense” and the reality is, I love being asked questions like those, or asking them myself. I actually do like magic to have its own internal laws too. This is all along the lines of the old Ecology Of... articles in Dragon magazine. Great fun as far as Im concerned, and one of those things that doesn’t necessarily directly impact the game either way. Although you can certainly work it into it.</p></blockquote><p></p>
[QUOTE="Ilbranteloth, post: 7468467, member: 6778044"] I thought you had a better imagination than that :) For me it’s simple. Things that have a real world counterpart work the same way. Things that don’t have a real world counterpart might work similarly to one, or not. In most cases it’s really not important to know. During the course of the game it’s probably only necessary to know that the giant weighs 2,000 lbs. it doesn’t really matter if that meets the laws of physics. On the other hand, when that giant throws a rock, the laws of physics can certainly help. Unless there’s a reason for me to specifically know something about a cloud island, it doesn’t matter much to me. I’d say no, once the magic has trapped the cloud into an island form it doesn’t interact with the water cycle at all. It doesn’t rain, and doesn’t get smaller. It doesn’t even have the proper properties of a cloud because you can walk on it and build a castle on it. Otherwise, until such a cloud is trapped and transformed by magic, it works the same as here. See, that wasn’t so tough! I do like things to “make sense” and the reality is, I love being asked questions like those, or asking them myself. I actually do like magic to have its own internal laws too. This is all along the lines of the old Ecology Of... articles in Dragon magazine. Great fun as far as Im concerned, and one of those things that doesn’t necessarily directly impact the game either way. Although you can certainly work it into it. [/QUOTE]
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A discussion of metagame concepts in game design
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