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<blockquote data-quote="Man in the Funny Hat" data-source="post: 5978800" data-attributes="member: 32740"><p>Either I'm not phrasing it well (I do not apologize for my biases, however) or you are indeed misreading. What I'm saying is that if given a choice between realism and wahoo at the base of the rules - give me realism 100 times out of 100. Wahoo, I think, can be added by anyone, anywhere, at any time to whatever level makes them happy from the sublime to the truly ridiculous. I don't want to see the game play to the wahoo end of the scale by sacrificing a decent amount of realism in the name of "fun". But these are the choices that game desgners get paid the big bucks to make. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p> </p><p>I've enjoyed noting many times before that D&D, written fiction, and tv/movies share many facets - and yet they are all VERY different media at the same time and some things just don't work as well in one as they do in the other. As we all know D&D can be played taking very different approaches, not just from the way the DM presents his campaign world but the distinct ways in which players can approach gameplay even aside from how the rules themselves may be leaning. I love the heck out of the Bride vs. the Crazy-88. I also love <em>Seven Samurai</em>. Do I have to play wahoo rules for Beatrix Kiddo in order to get a character something close to Takashi Shimura's notably grittier Kanbei? Rules that <em>build in</em> a choice of one or the other approach will obviously and inevitably alienate half of players out there.</p><p> </p><p>It is therefore, IMO, easier to default to chokepoints being the natural choice and then provide motivations to move the fight elsewhere than to deault to "Anywhere but <em>another</em> doorway!" and have to fight the rules to have a fight in a doorway make mechanical sense.</p></blockquote><p></p>
[QUOTE="Man in the Funny Hat, post: 5978800, member: 32740"] Either I'm not phrasing it well (I do not apologize for my biases, however) or you are indeed misreading. What I'm saying is that if given a choice between realism and wahoo at the base of the rules - give me realism 100 times out of 100. Wahoo, I think, can be added by anyone, anywhere, at any time to whatever level makes them happy from the sublime to the truly ridiculous. I don't want to see the game play to the wahoo end of the scale by sacrificing a decent amount of realism in the name of "fun". But these are the choices that game desgners get paid the big bucks to make. :) I've enjoyed noting many times before that D&D, written fiction, and tv/movies share many facets - and yet they are all VERY different media at the same time and some things just don't work as well in one as they do in the other. As we all know D&D can be played taking very different approaches, not just from the way the DM presents his campaign world but the distinct ways in which players can approach gameplay even aside from how the rules themselves may be leaning. I love the heck out of the Bride vs. the Crazy-88. I also love [I]Seven Samurai[/I]. Do I have to play wahoo rules for Beatrix Kiddo in order to get a character something close to Takashi Shimura's notably grittier Kanbei? Rules that [I]build in[/I] a choice of one or the other approach will obviously and inevitably alienate half of players out there. It is therefore, IMO, easier to default to chokepoints being the natural choice and then provide motivations to move the fight elsewhere than to deault to "Anywhere but [I]another[/I] doorway!" and have to fight the rules to have a fight in a doorway make mechanical sense. [/QUOTE]
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