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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7568691" data-attributes="member: 82106"><p>Maybe I'm not making myself clear. How do you justify that it is long odds, and that long odds produce this 'realism' vs short odds? Clearly you must have some objective model-driven basis for this kind of statement, or else it is mere conjecture. </p><p></p><p>I am applying, basically, the criteria outlined over 2500 years ago by one Thales of Miletus when he discussed how to approach discerning the truth about the world. Throw out all conjecture, all statements of authority which cannot be shown to be founded entirely on a basis of direct experience. Create a theory, a model of how you expect the world will work in X is true, and then perform experiments and make observations to attempt to disprove X. In terms of deciding long vs short odds in an RPG I would take this discipline to mean showing how, based on the known factors in the game world, why it would be contradictory for it to be short odds that the sect is in the tea house. Failing that, we only have opinion.</p><p></p><p>I mean, it is perfectly OK to say "I feel like making it short odds disturbs my sense of immersion, but I don't have a logical reason for this feeling." but I don't get the impression that this is what people are saying. I would point to [MENTION=42582]pemerton[/MENTION]'s 'barn post' about time as another sort of example which, instead of talking about odds, talks about what can or cannot be measured in a game world in most cases. I would actually state that I don't think Thales' conditions for deciding true facts CAN be accomplished within game worlds, there is no truth there, no statements of 'odds' or times can really be made, except possibly in reference to a consistency with past experience in the same world (IE the sect has not been in the tea room the last 12 times we were there, they probably aren't there now is a pretty good logical induction).</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7568691, member: 82106"] Maybe I'm not making myself clear. How do you justify that it is long odds, and that long odds produce this 'realism' vs short odds? Clearly you must have some objective model-driven basis for this kind of statement, or else it is mere conjecture. I am applying, basically, the criteria outlined over 2500 years ago by one Thales of Miletus when he discussed how to approach discerning the truth about the world. Throw out all conjecture, all statements of authority which cannot be shown to be founded entirely on a basis of direct experience. Create a theory, a model of how you expect the world will work in X is true, and then perform experiments and make observations to attempt to disprove X. In terms of deciding long vs short odds in an RPG I would take this discipline to mean showing how, based on the known factors in the game world, why it would be contradictory for it to be short odds that the sect is in the tea house. Failing that, we only have opinion. I mean, it is perfectly OK to say "I feel like making it short odds disturbs my sense of immersion, but I don't have a logical reason for this feeling." but I don't get the impression that this is what people are saying. I would point to [MENTION=42582]pemerton[/MENTION]'s 'barn post' about time as another sort of example which, instead of talking about odds, talks about what can or cannot be measured in a game world in most cases. I would actually state that I don't think Thales' conditions for deciding true facts CAN be accomplished within game worlds, there is no truth there, no statements of 'odds' or times can really be made, except possibly in reference to a consistency with past experience in the same world (IE the sect has not been in the tea room the last 12 times we were there, they probably aren't there now is a pretty good logical induction). [/QUOTE]
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