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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sepulchrave II" data-source="post: 7596432" data-attributes="member: 4303"><p>Notions of realism are inapplicable in TTRPGs, the modi of which pertain to shared imaginary spaces. I’m not prepared to casually absolve someone of using the term <em>realism</em> just because “we understand what they mean by it.” It’s still an inappropriate word.</p><p></p><p>Whether something possesses <em>verismilitude</em> or even <em>plausibility</em> is subjective and arbitrary. Verisimilitude does not require adding mechanics for weapon degradation, tracking PTSD or taking a sh*t in the morning. Yet, for all the talk of “realism” I’ve still to see any suggestions for implementation, beside adding more mechanical subsystens to track and consider.</p><p></p><p>And I’ve yet to see any suggestions of <em>how</em> this “realism” is measured. What is the metric by which we gauge whether something is more “real” or not?</p><p></p><p>Who determines whether a “weapon degradation” mechanic is more important than a “taking a sh*t in the morning” mechanic? Why? What criteria do they use to judge whether a given mechanic sufficiently increases “realism” or is overly burdensome for the small increase in “realism” which it affords? How do they make this determination?</p><p></p><p>Finally: this exchange is nonsense. All talk of “realism” in D&D is risible in the face of core action, AC, hit point, recovery and spell mechanics. They are so fundamentally gamist that any efforts to improve “realism” outside of them is doomed to appear contrived, subjective and arbitrary. Which it is. If you try to French polish a cracked, rustic table it remains a cracked, rustic table. Plus, it now looks absurd.</p></blockquote><p></p>
[QUOTE="Sepulchrave II, post: 7596432, member: 4303"] Notions of realism are inapplicable in TTRPGs, the modi of which pertain to shared imaginary spaces. I’m not prepared to casually absolve someone of using the term [I]realism[/I] just because “we understand what they mean by it.” It’s still an inappropriate word. Whether something possesses [I]verismilitude[/I] or even [I]plausibility[/I] is subjective and arbitrary. Verisimilitude does not require adding mechanics for weapon degradation, tracking PTSD or taking a sh*t in the morning. Yet, for all the talk of “realism” I’ve still to see any suggestions for implementation, beside adding more mechanical subsystens to track and consider. And I’ve yet to see any suggestions of [I]how[/I] this “realism” is measured. What is the metric by which we gauge whether something is more “real” or not? Who determines whether a “weapon degradation” mechanic is more important than a “taking a sh*t in the morning” mechanic? Why? What criteria do they use to judge whether a given mechanic sufficiently increases “realism” or is overly burdensome for the small increase in “realism” which it affords? How do they make this determination? Finally: this exchange is nonsense. All talk of “realism” in D&D is risible in the face of core action, AC, hit point, recovery and spell mechanics. They are so fundamentally gamist that any efforts to improve “realism” outside of them is doomed to appear contrived, subjective and arbitrary. Which it is. If you try to French polish a cracked, rustic table it remains a cracked, rustic table. Plus, it now looks absurd. [/QUOTE]
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