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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 7571698"><p>This wasn't anything I was implying in my post. I made the point even that you can juggle different goals here (for example real world causality was one consideration, but potential drama or genre convention was another). This wasn't about being purely driven by real world causality (I was merely stating that, as an off-the-cuff remark, the person not being there or being there is no more mother may I than real life is mother may I). But I wasn't implying a different approach like the one you are suggesting couldn't include realism as the aim. I am assuming, based on your posting history and interests you are going to lean more toward what works in terms of story, but I don't see that a system which, for example, has moves players can perform to help adjudicate this situation would have to be less realistic. That honestly is going to depend greatly on the moves and the way the system tells you to use them. I don't see this as a zero sum game over who has the most realistic, or least realistic approach. Realism isn't a particular concern for me in my games. As I explained, I like some level of internal consistency, I like the world to feel like it is a real place that exists for the characters to explore, but my worlds are governed just as much by wuxia movie logic and physics as they are by real world logic and physics. </p><p></p><p>Just to give an example from another game, which I know I've mentioned a lot but it is one that really struck me. When I played Hillfolk, I felt it, even though a lot of the setting stuff was coming from things the players asserted in scenes, that it felt like a real, palpable world (and everything was flowing logically from what came before). I realize that Hillfolk isn't say yes or roll the dice, or a system like DW, but it is one, at least when I played it (by no means am I an expert on the game), where these kinds of situations were often by players framing the scene (or even by just saying something was the case in dialogue within a scene). I didn't find it unrealistic or implausible at all. I am sure a boneheaded player could have made it so, but if the group wants plausibility, that kind of system will have it.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 7571698"] This wasn't anything I was implying in my post. I made the point even that you can juggle different goals here (for example real world causality was one consideration, but potential drama or genre convention was another). This wasn't about being purely driven by real world causality (I was merely stating that, as an off-the-cuff remark, the person not being there or being there is no more mother may I than real life is mother may I). But I wasn't implying a different approach like the one you are suggesting couldn't include realism as the aim. I am assuming, based on your posting history and interests you are going to lean more toward what works in terms of story, but I don't see that a system which, for example, has moves players can perform to help adjudicate this situation would have to be less realistic. That honestly is going to depend greatly on the moves and the way the system tells you to use them. I don't see this as a zero sum game over who has the most realistic, or least realistic approach. Realism isn't a particular concern for me in my games. As I explained, I like some level of internal consistency, I like the world to feel like it is a real place that exists for the characters to explore, but my worlds are governed just as much by wuxia movie logic and physics as they are by real world logic and physics. Just to give an example from another game, which I know I've mentioned a lot but it is one that really struck me. When I played Hillfolk, I felt it, even though a lot of the setting stuff was coming from things the players asserted in scenes, that it felt like a real, palpable world (and everything was flowing logically from what came before). I realize that Hillfolk isn't say yes or roll the dice, or a system like DW, but it is one, at least when I played it (by no means am I an expert on the game), where these kinds of situations were often by players framing the scene (or even by just saying something was the case in dialogue within a scene). I didn't find it unrealistic or implausible at all. I am sure a boneheaded player could have made it so, but if the group wants plausibility, that kind of system will have it. [/QUOTE]
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