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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7559500" data-attributes="member: 29398"><p>Though I'm not the person to whom this was directed, a few thoughts anyway:</p><p>Let's hope not. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>You're on to something, but I'll jump it one step further: the friction comes from how (or even if) we try to import or overlay or integrate those components with the baselines we already have in place; and whether people agree both on the approach being used and on the results thus obtained.</p><p></p><p>For my part, I try to think how those components would work and what they would do were they to exist in the real world, and go from there: an integration approach. I even go so far as to think about how magic could be made to fit in to our baseline physics, admittedly using a rather big shoehorn in the process. The results inform the setting as to how things (usually) work when magic gets involved e.g. a fireball, lacking constraints, will expand to a spherical shape rather than a cube (and the heat thus generated will tend to rise); <em>Reverse Gravity</em>'s duration has to be rewritten such that someone outdoors hit by the spell isn't sent into low orbit (seriously, read the spell carefully in any edition then do the math!), and stuff like that.</p><p></p><p>That said, a few baselines still get chucked in favour of fun and-or tradition: lightning bolts in reality don't rebound off walls, for example, but they will in any game I ever DM. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Balance, schmalance. And while it can cause a bit more overhead I feel the not-much-extra effort is more than worth it.</p><p></p><p>Not entirely sure this would ever be an issue; for the most part this isn't changing anything very much within the setting, rather it's simply trying to give a firm and consistent foundation for explaining how it all functions.</p><p></p><p>Lan-"depending on edition Reverse Gravity as written can send the target somewhere between 25 and 42 miles up, given normal earthlike fall-acceleration rates, before its duration expires"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7559500, member: 29398"] Though I'm not the person to whom this was directed, a few thoughts anyway: Let's hope not. :) You're on to something, but I'll jump it one step further: the friction comes from how (or even if) we try to import or overlay or integrate those components with the baselines we already have in place; and whether people agree both on the approach being used and on the results thus obtained. For my part, I try to think how those components would work and what they would do were they to exist in the real world, and go from there: an integration approach. I even go so far as to think about how magic could be made to fit in to our baseline physics, admittedly using a rather big shoehorn in the process. The results inform the setting as to how things (usually) work when magic gets involved e.g. a fireball, lacking constraints, will expand to a spherical shape rather than a cube (and the heat thus generated will tend to rise); [I]Reverse Gravity[/I]'s duration has to be rewritten such that someone outdoors hit by the spell isn't sent into low orbit (seriously, read the spell carefully in any edition then do the math!), and stuff like that. That said, a few baselines still get chucked in favour of fun and-or tradition: lightning bolts in reality don't rebound off walls, for example, but they will in any game I ever DM. :) Balance, schmalance. And while it can cause a bit more overhead I feel the not-much-extra effort is more than worth it. Not entirely sure this would ever be an issue; for the most part this isn't changing anything very much within the setting, rather it's simply trying to give a firm and consistent foundation for explaining how it all functions. Lan-"depending on edition Reverse Gravity as written can send the target somewhere between 25 and 42 miles up, given normal earthlike fall-acceleration rates, before its duration expires"-efan [/QUOTE]
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