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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="AbdulAlhazred" data-source="post: 7596302" data-attributes="member: 82106"><p>I would say this is a primary consideration. I have almost never seen a subsystem added to a D&D game which IMHO was actually true enough to life that it added realism to a game. It might have added some degree of authenticity to the experience of play, but not realism. For example the 1e DMG disease system. This system is utterly, wildly, unrealistic. A fact which can be ascertained in minutes by simply calculating how long the average person would survive walking around in a town before dying of a disease. Yet, that system can create a certain degree of authenticity in the sense that a player may feel as though he's experienced the vicitudes of life in a medieval town by contracting a nice case of dysentery and spending three weeks near death (well, OK, 24 hours until someone came around with Cure Disease, but...). </p><p></p><p>So, what I think needs to be discussed isn't realism, its whether or not a given example of play produced some sort of feeling of authenticity due to some mechanical or narrative feature. Of course, I would argue that, mostly, looking for realistic things to do that is barking up the wrong tree. Mostly I would look for dramatically appropriate things. Things that engage the players, that reflect the character of the genre being played in, etc.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 7596302, member: 82106"] I would say this is a primary consideration. I have almost never seen a subsystem added to a D&D game which IMHO was actually true enough to life that it added realism to a game. It might have added some degree of authenticity to the experience of play, but not realism. For example the 1e DMG disease system. This system is utterly, wildly, unrealistic. A fact which can be ascertained in minutes by simply calculating how long the average person would survive walking around in a town before dying of a disease. Yet, that system can create a certain degree of authenticity in the sense that a player may feel as though he's experienced the vicitudes of life in a medieval town by contracting a nice case of dysentery and spending three weeks near death (well, OK, 24 hours until someone came around with Cure Disease, but...). So, what I think needs to be discussed isn't realism, its whether or not a given example of play produced some sort of feeling of authenticity due to some mechanical or narrative feature. Of course, I would argue that, mostly, looking for realistic things to do that is barking up the wrong tree. Mostly I would look for dramatically appropriate things. Things that engage the players, that reflect the character of the genre being played in, etc. [/QUOTE]
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