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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: 7602064" data-attributes="member: 42582"><p>I don't really know what you mean by this.</p><p></p><p> [MENTION=6787503]Hriston[/MENTION] has a system - whetstones on equipment lists - for "representing" (in some tenable sense of that word) something that occurs in real life, namely, warriors sharpening their blades.</p><p></p><p>But you say that that is not an element of realism.</p><p></p><p>Declaring that a PC comes down with a disease every time the clock strikes during the course of play would be a system for introducing disease - an element of real life - into gameplay. But upthread you seemed to assert that a system of that sort does not increase realism - I think (though am not sure) on the basis that <em>the decision-making process doesn't model the ingame infection process</em>.</p><p></p><p>But when some of us express <em>doubt</em> that the AD&D DMG disease rules <em>work towards representing something like real life</em>, because the "model"/"simulation" (if one wants to call it that) seems to have little basis in reality, and furthermore is apt to produce inconsistencies in game play that don't mirror corresponding facets of real life, you say that we're missing the point of what you mean by <em>realism</em>.</p><p></p><p>I have almost no idea of what it is that you're defending.</p></blockquote><p></p>
[QUOTE="pemerton, post: 7602064, member: 42582"] I don't really know what you mean by this. [MENTION=6787503]Hriston[/MENTION] has a system - whetstones on equipment lists - for "representing" (in some tenable sense of that word) something that occurs in real life, namely, warriors sharpening their blades. But you say that that is not an element of realism. Declaring that a PC comes down with a disease every time the clock strikes during the course of play would be a system for introducing disease - an element of real life - into gameplay. But upthread you seemed to assert that a system of that sort does not increase realism - I think (though am not sure) on the basis that [I]the decision-making process doesn't model the ingame infection process[/I]. But when some of us express [I]doubt[/I] that the AD&D DMG disease rules [I]work towards representing something like real life[/I], because the "model"/"simulation" (if one wants to call it that) seems to have little basis in reality, and furthermore is apt to produce inconsistencies in game play that don't mirror corresponding facets of real life, you say that we're missing the point of what you mean by [I]realism[/I]. I have almost no idea of what it is that you're defending. [/QUOTE]
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