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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: 7595351" data-attributes="member: 42582"><p>What things?</p><p></p><p> [MENTION=29398]Lanefan[/MENTION] plays an AD&D variant. The elements in his game are ones that I'm very familiar with. The mechanics are also ones that I'm very familiar with (AD&D plus a hp/wound variant, a spell memorisation variant similar to 5e, and I think some critical hit/fumble variants). What are you suggesting his game contains that [MENTION=6785785]hawkeyefan[/MENTION]'s or mine or any other poster on this thread's lacks?</p><p></p><p>What are you talking about?</p><p></p><p>My actual play posts on these boards count in the dozens. Where are the inconsistencies in the fiction?</p><p></p><p>This is the bottom line, for me: if you want to make it a competition, I'll put the depth and richness of my gameworlds up against your or [MENTION=29398]Lanefan[/MENTION] any day of the week.</p><p></p><p>If you're not interested in that competition, then instead of making false claims about other people's fictions - eg in that case that it must be riddled with inconsistency - start thinking, instead, about the reasons why they're making their claims.</p><p></p><p>For instance, [MENTION=29398]Lanefan[/MENTION] has made it clear that he thinks it is an inconsistency if a surprise emerges in play that has not been previously foreshadowed. But, in fact, in real life surprises occur all the time. People discovered dinosaur fossils around 200 years ago and were surprised. The first time I visited London - a city of millions of people, of whom I knew about half-a-dozen - I bumped into the sister of a friend of mine, whom I'd not seen since my friend's wedding nearly 8 years earlier, walking down the street. There was no foreshadowing beyond my having heard, sometime in the intervening 8 years, that she'd moved to Britain.</p><p></p><p>This is part of why I dispute that <em>GM decides for <reasons></em> makes the gameworld more like real life. By making the gameworld more predictable and subjecting it to one person's vision, it actually makes it <em>less</em> like real life.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7595351, member: 42582"] What things? [MENTION=29398]Lanefan[/MENTION] plays an AD&D variant. The elements in his game are ones that I'm very familiar with. The mechanics are also ones that I'm very familiar with (AD&D plus a hp/wound variant, a spell memorisation variant similar to 5e, and I think some critical hit/fumble variants). What are you suggesting his game contains that [MENTION=6785785]hawkeyefan[/MENTION]'s or mine or any other poster on this thread's lacks? What are you talking about? My actual play posts on these boards count in the dozens. Where are the inconsistencies in the fiction? This is the bottom line, for me: if you want to make it a competition, I'll put the depth and richness of my gameworlds up against your or [MENTION=29398]Lanefan[/MENTION] any day of the week. If you're not interested in that competition, then instead of making false claims about other people's fictions - eg in that case that it must be riddled with inconsistency - start thinking, instead, about the reasons why they're making their claims. For instance, [MENTION=29398]Lanefan[/MENTION] has made it clear that he thinks it is an inconsistency if a surprise emerges in play that has not been previously foreshadowed. But, in fact, in real life surprises occur all the time. People discovered dinosaur fossils around 200 years ago and were surprised. The first time I visited London - a city of millions of people, of whom I knew about half-a-dozen - I bumped into the sister of a friend of mine, whom I'd not seen since my friend's wedding nearly 8 years earlier, walking down the street. There was no foreshadowing beyond my having heard, sometime in the intervening 8 years, that she'd moved to Britain. This is part of why I dispute that [I]GM decides for <reasons>[/i] makes the gameworld more like real life. By making the gameworld more predictable and subjecting it to one person's vision, it actually makes it [I]less[/I] like real life. [/QUOTE]
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