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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: 7595373" data-attributes="member: 42582"><p>I don't understand what point you are trying to make here.</p><p></p><p>Are you simply saying that one game can be more realistic than another? (Eg compare Heroic tier to Epic tier 4e D&D - only the latter involves heroes who can fall hundreds of feet and walk away largely unscathed.)</p><p></p><p>That is not what the OP of this thread is concerned with. The OP maks a particular claim: that the GM deciding what the gameworld contains by "logical extrapolation", and hence deciding what the PCs encounter in the gameworld, does not make the game <em>like</em>, or <em>more </em>like, real life. Other ways of doing this - the most obvious being some sort of chance-to-meet-NPCs mechanic (be that Streetwise, or Circles, or a variant of Commune with Nature, or whatever) - are just as, or even more, life-like in the results they produce, and no less like real life in respect of the process.</p><p></p><p>As for your current focus on weapon degradation rules and disease rules: whether or not introducing these into a RPG makes it more or less realistic seems to depend almost entirely on the details of the relevant subsystem. You mentioned the AD&D disease subsystem: I'm not persuaded that that increase the realism of the game at all, in part because I'm doubtful about the incidence of serious disease that it posits, but more because it produces discordance with other game systems (eg disease make people physically weaker by degrading their stats, but being beaten up to the point of unconsciousness doesn't).</p></blockquote><p></p>
[QUOTE="pemerton, post: 7595373, member: 42582"] I don't understand what point you are trying to make here. Are you simply saying that one game can be more realistic than another? (Eg compare Heroic tier to Epic tier 4e D&D - only the latter involves heroes who can fall hundreds of feet and walk away largely unscathed.) That is not what the OP of this thread is concerned with. The OP maks a particular claim: that the GM deciding what the gameworld contains by "logical extrapolation", and hence deciding what the PCs encounter in the gameworld, does not make the game [I]like[/I], or [I]more [/I]like, real life. Other ways of doing this - the most obvious being some sort of chance-to-meet-NPCs mechanic (be that Streetwise, or Circles, or a variant of Commune with Nature, or whatever) - are just as, or even more, life-like in the results they produce, and no less like real life in respect of the process. As for your current focus on weapon degradation rules and disease rules: whether or not introducing these into a RPG makes it more or less realistic seems to depend almost entirely on the details of the relevant subsystem. You mentioned the AD&D disease subsystem: I'm not persuaded that that increase the realism of the game at all, in part because I'm doubtful about the incidence of serious disease that it posits, but more because it produces discordance with other game systems (eg disease make people physically weaker by degrading their stats, but being beaten up to the point of unconsciousness doesn't). [/QUOTE]
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