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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Ovinomancer" data-source="post: 7559675" data-attributes="member: 16814"><p>You're fooling yourself if you think game design isn't a part of you sitting down to play on game night. Game design runs through adventure design, and definitely through consideration of house rules or rulings at the table -- you're engaged in game design at all of those points because you're making decisions that change how the game plays. Note, not is played, but plays -- how the mechanics work to achieve a goal.</p><p></p><p>When you talk about how you want your game to have more realism, that's game design -- you're taking the general rules of 5e, say, and adding your design layer on top to achieve your play goals. Game design isn't just creating a new ruleset, it's also in how choose to use a ruleset. Frex, I know for a fact that when you sit down to play a game, for instance, it doesn't play like my game does, even if we both use the same system. Why? Game design choices we're both making for our different tables.</p><p></p><p>As for 'realism', that cannot be a goal for you in a game with elves and magic. What you're looking for is a game that is as close to normal assumptions except where specifically detailed otherwise. So, people can't "heal" overnight because that's bad, except magic. Just like hitpoints must be some kind of wounding because how else can you fight dragons and knights that "hit" you and not take wounds, which don't heal overnight, so they can't, except magic. You're bringing a lens of "as much like the world as possible so magic can be more magical" without ever examining why or what you get from doing this. Heck, you're outright hostile when even asked to consider you might be looking for some other thing and realism is just a means to that end. Why would that question make you hostile? It isn't challenging your preferences, it isn't saying you're wrong to want to play how you play, it's asking you to consider if there's another goal you're aiming for but misidentifying because you haven't stopped to really think it through. I used to be you, man, used to fret of realism, used to fret over how much my game "made sense". So, I get it. And, it's likely we want different things, even when I thought like that, and I certainly don't think my current play is in any way better or superior to how I used to play except that it's better <em>for me</em>. Still, being able to actually talk about how games work, what they incentivize, how they do it, is very interesting because I'm still on my journey, but you get mad when asked what your journey is. I don't get it. Or, rather, I do, but I hope you might realize how silly it is to be mad about this kind of question.</p><p></p><p> [MENTION=5142]Aldarc[/MENTION] has been pleasant in his posts. If you're taking offense, you're looking for it.</p></blockquote><p></p>
[QUOTE="Ovinomancer, post: 7559675, member: 16814"] You're fooling yourself if you think game design isn't a part of you sitting down to play on game night. Game design runs through adventure design, and definitely through consideration of house rules or rulings at the table -- you're engaged in game design at all of those points because you're making decisions that change how the game plays. Note, not is played, but plays -- how the mechanics work to achieve a goal. When you talk about how you want your game to have more realism, that's game design -- you're taking the general rules of 5e, say, and adding your design layer on top to achieve your play goals. Game design isn't just creating a new ruleset, it's also in how choose to use a ruleset. Frex, I know for a fact that when you sit down to play a game, for instance, it doesn't play like my game does, even if we both use the same system. Why? Game design choices we're both making for our different tables. As for 'realism', that cannot be a goal for you in a game with elves and magic. What you're looking for is a game that is as close to normal assumptions except where specifically detailed otherwise. So, people can't "heal" overnight because that's bad, except magic. Just like hitpoints must be some kind of wounding because how else can you fight dragons and knights that "hit" you and not take wounds, which don't heal overnight, so they can't, except magic. You're bringing a lens of "as much like the world as possible so magic can be more magical" without ever examining why or what you get from doing this. Heck, you're outright hostile when even asked to consider you might be looking for some other thing and realism is just a means to that end. Why would that question make you hostile? It isn't challenging your preferences, it isn't saying you're wrong to want to play how you play, it's asking you to consider if there's another goal you're aiming for but misidentifying because you haven't stopped to really think it through. I used to be you, man, used to fret of realism, used to fret over how much my game "made sense". So, I get it. And, it's likely we want different things, even when I thought like that, and I certainly don't think my current play is in any way better or superior to how I used to play except that it's better [I]for me[/I]. Still, being able to actually talk about how games work, what they incentivize, how they do it, is very interesting because I'm still on my journey, but you get mad when asked what your journey is. I don't get it. Or, rather, I do, but I hope you might realize how silly it is to be mad about this kind of question. [MENTION=5142]Aldarc[/MENTION] has been pleasant in his posts. If you're taking offense, you're looking for it. [/QUOTE]
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