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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Maxperson" data-source="post: 7595142" data-attributes="member: 23751"><p>This is more of your twisting. Nobody is saying that we are producing exactly real life. All we have to do is edge closer to it in order to increase realism.</p><p></p><p></p><p></p><p>Reasons are a characteristic of real life. I don't know why you think that they aren't. </p><p></p><p></p><p></p><p>It doesn't matter. All the answers to those questions do is establish how much of an increase in realism there was, not whether there was an increase or not.</p><p></p><p></p><p></p><p>Awesome. That does nothing to change the fact that if weapons don't get dull, as they do not in D&D, adding in the ability to get dull is an increase in realism. It doesn't matter if Prince Valiant already has it.</p><p></p><p></p><p></p><p>This is yet another of your Straw Army. I've claimed anything about "the most realistic" of anything. That's just more of your twisting that some others here want to excuse you on.</p><p></p><p></p><p></p><p>No. No that would not be a counter example. For you to show a counter example, you would have to show in the D&D rules where care of weapons is a listed part of the game. Someone adding it to their D&D game does not do that.</p><p></p><p></p><p></p><p>I don't need to have a well developed sense of the range of RPG mechanics. If an RPG has through it's mechanics, better realism than D&D, then I would have less(or nothing) that I need to do in order to get that game to where I want it to be. </p><p></p><p></p><p></p><p>Another Strawman. I've never said that those systems are unlikely to produce realism. I said your style of play is less realistic than mine, and based on your various examples of your game play, I stand by that.</p></blockquote><p></p>
[QUOTE="Maxperson, post: 7595142, member: 23751"] This is more of your twisting. Nobody is saying that we are producing exactly real life. All we have to do is edge closer to it in order to increase realism. Reasons are a characteristic of real life. I don't know why you think that they aren't. It doesn't matter. All the answers to those questions do is establish how much of an increase in realism there was, not whether there was an increase or not. Awesome. That does nothing to change the fact that if weapons don't get dull, as they do not in D&D, adding in the ability to get dull is an increase in realism. It doesn't matter if Prince Valiant already has it. This is yet another of your Straw Army. I've claimed anything about "the most realistic" of anything. That's just more of your twisting that some others here want to excuse you on. No. No that would not be a counter example. For you to show a counter example, you would have to show in the D&D rules where care of weapons is a listed part of the game. Someone adding it to their D&D game does not do that. I don't need to have a well developed sense of the range of RPG mechanics. If an RPG has through it's mechanics, better realism than D&D, then I would have less(or nothing) that I need to do in order to get that game to where I want it to be. Another Strawman. I've never said that those systems are unlikely to produce realism. I said your style of play is less realistic than mine, and based on your various examples of your game play, I stand by that. [/QUOTE]
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