Tequila Sunrise
Adventurer
I have a strong realistic/simulationist streak. There are some things that I can simply not think about; sports, celebrity gossip, how long it'll take to pay off my student loans. But D&D's rules and how they reflect its in-game reality is not one of those things; I can’t help but think about what hit points mean, and how the schools of magic are organized, and how non-casters can have per-day abilities. I can't help but think about these issues and others, and I want the rules to agree with my in-game reality. So it may be surprising that my favorite game is D&D, and my favorite edition to play and to DM is 4e.
Despite its reputation as the edition of hand-wavium and action movie physics, I don't play it that way. The in-game reality is magical and strange, and the rules reflect that reality. Hit points represent an actual protective phenomenon, martial characters have their own kind of magic, and so on. Of course, characters in the game world don’t call these things strange or magical; they just call it ‘how the world works.’ The game rules represent the facts of their lives.
Let me explain: most D&Ders think of the game world as 'real world + magic.' There's a clear distinction between characters and things that are allowed to be unrealistic by virtue of being magical. And then there’s everything and everyone else, which is expected to conform to real world reality. There was certainly a time when this was the extent of my comfort zone. And this comfort zone would still make sense if I were playing an rpg based on say, Harry Potter, where the game world really is the real world + magic.
But D&D worlds have no need for a clear distinction between magic and reality. When I play, I’m not modeling the real world, or even the real world + magic. I’m modeling a fantasy world, where I can edit natural laws that get in the way of my fun.
And that’s how I break D&D 4e stereotype! What edition stereotypes do you break?
Despite its reputation as the edition of hand-wavium and action movie physics, I don't play it that way. The in-game reality is magical and strange, and the rules reflect that reality. Hit points represent an actual protective phenomenon, martial characters have their own kind of magic, and so on. Of course, characters in the game world don’t call these things strange or magical; they just call it ‘how the world works.’ The game rules represent the facts of their lives.
Let me explain: most D&Ders think of the game world as 'real world + magic.' There's a clear distinction between characters and things that are allowed to be unrealistic by virtue of being magical. And then there’s everything and everyone else, which is expected to conform to real world reality. There was certainly a time when this was the extent of my comfort zone. And this comfort zone would still make sense if I were playing an rpg based on say, Harry Potter, where the game world really is the real world + magic.
But D&D worlds have no need for a clear distinction between magic and reality. When I play, I’m not modeling the real world, or even the real world + magic. I’m modeling a fantasy world, where I can edit natural laws that get in the way of my fun.
And that’s how I break D&D 4e stereotype! What edition stereotypes do you break?