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A GMing telling the players about the gameworld is not like real life
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<blockquote data-quote="hawkeyefan" data-source="post: 7602753" data-attributes="member: 6785785"><p>Honestly, I think this is the general consensus that's been established for a while now. The preferred method used to determine when the air will run out will vary from person to person, but that's all that it is.....a preference. A method may feel more real to you, and another method may feel more real to me.....neither is right or wrong, it's just opinion. </p><p></p><p>And as realistic as we attempt to be about it, as much research as we may do on the topic.....any number of variables could enter any specific situation to render that research relatively meaningless. Because ultimately, the end result is a fiction that we've made up.....so it can be literally anything we want. How can you say one version of how to make believe is more realistic than another? </p><p></p><p>I think Max's use of "added realism" is something that works as conversational usage (i.e. "We find that weapon degradation charts and penalties help make the game more realistic for us"), but when put forth as an objective fact ("Weapon degradation charts and penalties make the game more realistic than a game that relies solely on narration to handle such things") not so much.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7602753, member: 6785785"] Honestly, I think this is the general consensus that's been established for a while now. The preferred method used to determine when the air will run out will vary from person to person, but that's all that it is.....a preference. A method may feel more real to you, and another method may feel more real to me.....neither is right or wrong, it's just opinion. And as realistic as we attempt to be about it, as much research as we may do on the topic.....any number of variables could enter any specific situation to render that research relatively meaningless. Because ultimately, the end result is a fiction that we've made up.....so it can be literally anything we want. How can you say one version of how to make believe is more realistic than another? I think Max's use of "added realism" is something that works as conversational usage (i.e. "We find that weapon degradation charts and penalties help make the game more realistic for us"), but when put forth as an objective fact ("Weapon degradation charts and penalties make the game more realistic than a game that relies solely on narration to handle such things") not so much. [/QUOTE]
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