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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Lanefan" data-source="post: 7597105" data-attributes="member: 29398"><p>To some extent I'll disagree with this, not so much from the system-v-realism point of view but from the system-v-immersion point of view.</p><p></p><p>Part of the goal of having one's game world be authentic and-or realistic is, I think, to help the players immerse themselves in the world and in the characters they play within it. Given that, having the players track their gear and expenses adds to the immersion factor in that the players are doing what the characters would be doing. Realistically, a character - particularly a poor one - is going to know how much money it has at any given time; and any adventuring character worth its salt is going to know what's in its backpack and what amount of remaining supplies it has on hand. Player knowledge matching character knowledge where it can is highly beneficial for immersion, and thus just as the character knows what's in its pack at any given time, so should the player.</p><p></p><p>Hand-waving all this makes the game easier and more efficient to play, to be sure, but note there's this trade-off to consider. Some might think the ease-efficiency is worth it, others might not.</p><p></p><p>Where realism (and other less pleasant considerations that at their extreme go all the way to cheating) comes into it is if a player can determine a character's gear-on-hand on the fly, is it realistic/authentic/believable for that PC to always just happen to have some particular piece of exotic gear available just at the moment it happens to be needed? Again, some might not care; but I sure do. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /></p><p></p><p>Maybe or maybe not more realistic, but I'd argue that on the whole these mechanics* push the game towards being more immersive.</p><p></p><p>* - and note this doesn't necessarily have to be done using hard-wired mechanics; the point is that it's paid close attention to at all rather than just hand-waved.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 7597105, member: 29398"] To some extent I'll disagree with this, not so much from the system-v-realism point of view but from the system-v-immersion point of view. Part of the goal of having one's game world be authentic and-or realistic is, I think, to help the players immerse themselves in the world and in the characters they play within it. Given that, having the players track their gear and expenses adds to the immersion factor in that the players are doing what the characters would be doing. Realistically, a character - particularly a poor one - is going to know how much money it has at any given time; and any adventuring character worth its salt is going to know what's in its backpack and what amount of remaining supplies it has on hand. Player knowledge matching character knowledge where it can is highly beneficial for immersion, and thus just as the character knows what's in its pack at any given time, so should the player. Hand-waving all this makes the game easier and more efficient to play, to be sure, but note there's this trade-off to consider. Some might think the ease-efficiency is worth it, others might not. Where realism (and other less pleasant considerations that at their extreme go all the way to cheating) comes into it is if a player can determine a character's gear-on-hand on the fly, is it realistic/authentic/believable for that PC to always just happen to have some particular piece of exotic gear available just at the moment it happens to be needed? Again, some might not care; but I sure do. :) Maybe or maybe not more realistic, but I'd argue that on the whole these mechanics* push the game towards being more immersive. * - and note this doesn't necessarily have to be done using hard-wired mechanics; the point is that it's paid close attention to at all rather than just hand-waved. [/QUOTE]
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