Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Aldarc" data-source="post: 7559575" data-attributes="member: 5142"><p>That is absolutely true, and I earnestly believe that is valid for those people. But if a player approaches us and tells us that they want us to run a game with greater realism, then we are placed in the position of having to unravel and tease out from them <em>how</em> that means for them and <em>how</em> they want that realism applied more palpably. </p><p></p><p>Fair enough. </p><p></p><p>I agree that natural recovery is something that we experience in life; however, I still think that it exists as smokescreen for discussion about healing in games where health points are primarily an abstracted pacing mechanic. I see the emphasis of most game design discussion not on "how realistic do we want healing in our games?" but on "what sort of pacing do we want for our games?" </p><p></p><p>Overnight healing in 5e, for example, does not seem to stem from any debate about the degree of realism, but, rather, from the degree of pacing: i.e., how they quickly they wanted characters back up on their feet for adventurous gameplay. Even with 1e, I suspect that it was less about realism and more about game pacing as well. "If you don't want to be out of action of a long time, play smart and avoid combat!" Any approximation to realism may have been incidental. </p><p></p><p>So when designing games, this is often a question of "how do we want this mechanic to reflect the tone or desired play experience of the game?" or "How does this mechanic reinforce the themes of the game?" So I don't necessarily assume that realism is the baseline presumption in game design. I do assume, however, that the baseline presumption of game design is a desire to cultivate a "fun" experience. </p><p></p><p>I personally think that pemerton becomes easier (and less abrasive) to read when one understands his academic background in philosophy. "Academese" can come across as more abrasive than it really is. His posting style is more akin to a Hegelian dialectic that seeks to derive some form of synthesis or understanding through conflicting points of discussion.</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7559575, member: 5142"] That is absolutely true, and I earnestly believe that is valid for those people. But if a player approaches us and tells us that they want us to run a game with greater realism, then we are placed in the position of having to unravel and tease out from them [I]how[/I] that means for them and [I]how[/I] they want that realism applied more palpably. Fair enough. I agree that natural recovery is something that we experience in life; however, I still think that it exists as smokescreen for discussion about healing in games where health points are primarily an abstracted pacing mechanic. I see the emphasis of most game design discussion not on "how realistic do we want healing in our games?" but on "what sort of pacing do we want for our games?" Overnight healing in 5e, for example, does not seem to stem from any debate about the degree of realism, but, rather, from the degree of pacing: i.e., how they quickly they wanted characters back up on their feet for adventurous gameplay. Even with 1e, I suspect that it was less about realism and more about game pacing as well. "If you don't want to be out of action of a long time, play smart and avoid combat!" Any approximation to realism may have been incidental. So when designing games, this is often a question of "how do we want this mechanic to reflect the tone or desired play experience of the game?" or "How does this mechanic reinforce the themes of the game?" So I don't necessarily assume that realism is the baseline presumption in game design. I do assume, however, that the baseline presumption of game design is a desire to cultivate a "fun" experience. I personally think that pemerton becomes easier (and less abrasive) to read when one understands his academic background in philosophy. "Academese" can come across as more abrasive than it really is. His posting style is more akin to a Hegelian dialectic that seeks to derive some form of synthesis or understanding through conflicting points of discussion. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
Top