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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="FrogReaver" data-source="post: 7557793" data-attributes="member: 6795602"><p>In RPG's time is rarely tracked down to the second or the minute. So we can't determine that an NPC is there at exactly 8:22 to 8:53 and then the players don't say we arrive at 8:49, thus allowing the DM to simply deduce that they met. Instead because time isn't tracked to that degree of precision (and shouldn't be IMO) then the only way the DM can answer the question of whether you meet a person at a particular place is by assigning a DC and rolling a die to determine if you do. In that way it's not like real life. You don't really have a chance of meeting someone at any particular location in real life, the timings are already determined by the other things that you are doing and that happened that day and thus you either meet or don't meet. We simplify all those calculations into a simple probabilistic d20 roll.</p><p></p><p>If you are focused on simulating the process then I think I might agree that it's not much like real life. But it very much provides real life like outcomes (at least to whatever dXYZ granularity you are using).</p><p></p><p>The question I'm curious about is why do you care whether the process for determining something in game mimics the procress something would be determined by in real life? What benefit is there to that?</p></blockquote><p></p>
[QUOTE="FrogReaver, post: 7557793, member: 6795602"] In RPG's time is rarely tracked down to the second or the minute. So we can't determine that an NPC is there at exactly 8:22 to 8:53 and then the players don't say we arrive at 8:49, thus allowing the DM to simply deduce that they met. Instead because time isn't tracked to that degree of precision (and shouldn't be IMO) then the only way the DM can answer the question of whether you meet a person at a particular place is by assigning a DC and rolling a die to determine if you do. In that way it's not like real life. You don't really have a chance of meeting someone at any particular location in real life, the timings are already determined by the other things that you are doing and that happened that day and thus you either meet or don't meet. We simplify all those calculations into a simple probabilistic d20 roll. If you are focused on simulating the process then I think I might agree that it's not much like real life. But it very much provides real life like outcomes (at least to whatever dXYZ granularity you are using). The question I'm curious about is why do you care whether the process for determining something in game mimics the procress something would be determined by in real life? What benefit is there to that? [/QUOTE]
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