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Beyond Old and New School - "The Secret That Was Lost"
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<blockquote data-quote="Aenghus" data-source="post: 6233291" data-attributes="member: 2656"><p>IMO dependence on fiat is a high effort style, like tightrope walking without a safety net. Maintaining consistency requires constant effort, as does respecting precedent.</p><p></p><p>Being even a little bit inconsistent means logical flaws appear, and repeated inconsistency means the flaws build up over time. Not following reasonable precedents means players have difficulty figuring out the game, which makes many players disengage emotionally or play 20 questions before trying anything important. </p><p></p><p>Personally I prefer high values for consistency, precedent and information provision to players. YMMV.</p><p></p><p></p><p></p><p>The surreal settings I intend to refer to generally place much less value on consistency and precedent, fluid dreamlike settings with less cause and effect and/or unreliable physical laws. Horror settings restrict player information or outright lie to them, make pc actions less reliable, and railroad and deprotagonise players in order to produce a horrifying experience for the players. I hate horror, so YMMV. </p><p></p><p>D&D settings are typically pseudo-medieval pastiches, that work like the real world apart from the fantastic elements, which are less prevalent at low levels in most settings. If anything, D&D settings work too much like the real world socially, but that's a compromise for accessibility to players and to make the worlds like the fairy tales players remember from childhood.</p><p></p><p>A strange world with different but reliable physical laws, so cause and effect applies, does require lots more explanation and adherence to rules. I find mid to high level D&D often falls in this category.</p></blockquote><p></p>
[QUOTE="Aenghus, post: 6233291, member: 2656"] IMO dependence on fiat is a high effort style, like tightrope walking without a safety net. Maintaining consistency requires constant effort, as does respecting precedent. Being even a little bit inconsistent means logical flaws appear, and repeated inconsistency means the flaws build up over time. Not following reasonable precedents means players have difficulty figuring out the game, which makes many players disengage emotionally or play 20 questions before trying anything important. Personally I prefer high values for consistency, precedent and information provision to players. YMMV. The surreal settings I intend to refer to generally place much less value on consistency and precedent, fluid dreamlike settings with less cause and effect and/or unreliable physical laws. Horror settings restrict player information or outright lie to them, make pc actions less reliable, and railroad and deprotagonise players in order to produce a horrifying experience for the players. I hate horror, so YMMV. D&D settings are typically pseudo-medieval pastiches, that work like the real world apart from the fantastic elements, which are less prevalent at low levels in most settings. If anything, D&D settings work too much like the real world socially, but that's a compromise for accessibility to players and to make the worlds like the fairy tales players remember from childhood. A strange world with different but reliable physical laws, so cause and effect applies, does require lots more explanation and adherence to rules. I find mid to high level D&D often falls in this category. [/QUOTE]
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Beyond Old and New School - "The Secret That Was Lost"
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