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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="pemerton" data-source="post: 7582189" data-attributes="member: 42582"><p>I "laughed" your post because of the first 4 lines! But this is true too.</p><p></p><p>And to satisfy some other posters, it's obvious that there are many systems which have zero chance of producing various experiences; this isn't anything unique to 5e, or AD&D. Eg you can't get BW out of MHRP/Cortex+ Heroic - it's not gonna happen no matter how you wish for it, because the system (i) makes action too orthogonal to theme (which is deliberate - this is how superhero comics work, where the X-Men can explore the same or similar themes whether fighting Magneto or Dr Doom or even Arcade; the system achieves it by allowing players to pursue their Milestones almost - not quite completely - independently of the way any particular scene is framed), and (ii) is about 1000x insufficiently brutal. Failure simply won't bite like it does in BW.</p><p></p><p>Or another case, which I've personally verified over my past six months of GMing: you won't get Prince Valiant out of Classic Traveller, nor vice versa. Prince Valiant is so light in its touch yet (in my view) capable of real moments of poignancy; while Traveller is like Dungeon World mixed with a does of lotto and really gritty accounting. It can get exciting, even tense; and I find it interesting and engaging; but I can't conceive of it generating poignancy, unless you get really moved by undischarged mortgages!</p><p></p><p>Of course there's a notion that floats around that D&D, and especially 5e, is versatile in some special or distinctive way. I don't give that much credence. A game that can run as "OD&D in space" and as "1970s 'hard' sci-fi meets PbTA" (I'm talking Classic Traveller again) looks pretty versatile to me; and likewise a game that can do both supers and heroic fantasy (MHRP/Cortex+ Heroic). Whereas 5e as written will start to creak if you try even to emulate Prince Valiant (because no magical healing in that Arthurian/pseudo-historical genre).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7582189, member: 42582"] I "laughed" your post because of the first 4 lines! But this is true too. And to satisfy some other posters, it's obvious that there are many systems which have zero chance of producing various experiences; this isn't anything unique to 5e, or AD&D. Eg you can't get BW out of MHRP/Cortex+ Heroic - it's not gonna happen no matter how you wish for it, because the system (i) makes action too orthogonal to theme (which is deliberate - this is how superhero comics work, where the X-Men can explore the same or similar themes whether fighting Magneto or Dr Doom or even Arcade; the system achieves it by allowing players to pursue their Milestones almost - not quite completely - independently of the way any particular scene is framed), and (ii) is about 1000x insufficiently brutal. Failure simply won't bite like it does in BW. Or another case, which I've personally verified over my past six months of GMing: you won't get Prince Valiant out of Classic Traveller, nor vice versa. Prince Valiant is so light in its touch yet (in my view) capable of real moments of poignancy; while Traveller is like Dungeon World mixed with a does of lotto and really gritty accounting. It can get exciting, even tense; and I find it interesting and engaging; but I can't conceive of it generating poignancy, unless you get really moved by undischarged mortgages! Of course there's a notion that floats around that D&D, and especially 5e, is versatile in some special or distinctive way. I don't give that much credence. A game that can run as "OD&D in space" and as "1970s 'hard' sci-fi meets PbTA" (I'm talking Classic Traveller again) looks pretty versatile to me; and likewise a game that can do both supers and heroic fantasy (MHRP/Cortex+ Heroic). Whereas 5e as written will start to creak if you try even to emulate Prince Valiant (because no magical healing in that Arthurian/pseudo-historical genre). [/QUOTE]
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