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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="Sadras" data-source="post: 7598383" data-attributes="member: 6688277"><p>When @<em><strong><u><a href="http://www.enworld.org/forum/member.php?u=6785785" target="_blank">hawkeyefan</a></u></strong></em> first mentioned the mechanic I pretty much realised how it could be used in a game and given your above post, this confirms it. It is an excellent mechanic! </p><p></p><p>Hard choices and integration can be incorporated in both gamist and <em>more authentic</em> mechanics.</p><p></p><p></p><p></p><p>Planning beforehand ticks more realism/authenticity boxes. </p><p>Play focus does not enter the conversation, it is a completely separate issue in this instance.</p><p></p><p>In the same vain one could have weapon slots so when you face undead, you can replace a weapon slot with an appropriate weapon that does significant damage to undead (i.e. bludgeoning). </p><p>Is this more authentic to you? I find the more you deviate from how things occur in RL, the more you tend towards a gamist system. Hard choices and integration are still there, and play focus has shifted, but this type of deviation leans more towards abstraction.</p><p></p><p></p><p></p><p>In what way? I'm not following.</p><p>I would think adventurers would equip themselves between their travels. Are you inferring that they do not confer with each other or with others/specialists before equipping?</p></blockquote><p></p>
[QUOTE="Sadras, post: 7598383, member: 6688277"] When @[I][B][U][URL="http://www.enworld.org/forum/member.php?u=6785785"]hawkeyefan[/URL][/U][/B][/I] first mentioned the mechanic I pretty much realised how it could be used in a game and given your above post, this confirms it. It is an excellent mechanic! Hard choices and integration can be incorporated in both gamist and [I]more authentic[/I] mechanics. Planning beforehand ticks more realism/authenticity boxes. Play focus does not enter the conversation, it is a completely separate issue in this instance. In the same vain one could have weapon slots so when you face undead, you can replace a weapon slot with an appropriate weapon that does significant damage to undead (i.e. bludgeoning). Is this more authentic to you? I find the more you deviate from how things occur in RL, the more you tend towards a gamist system. Hard choices and integration are still there, and play focus has shifted, but this type of deviation leans more towards abstraction. In what way? I'm not following. I would think adventurers would equip themselves between their travels. Are you inferring that they do not confer with each other or with others/specialists before equipping? [/QUOTE]
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A GMing telling the players about the gameworld is not like real life
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