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<blockquote data-quote="Neonchameleon" data-source="post: 9779267" data-attributes="member: 87792"><p>I really can't agree here other than that an encounter is a technical grouping of events and is as much a term of art as "Armour class" or "damage dice". Your average encounter is <em>a fight</em>. And that does map to a real world construct. "I will hold on to this spell for a few minutes until the short job is done and after that it will be a relief to relax" or "this spell lasts about a minute; more than enough to do this one task but not much longer" makes far more emotional sense for a whole lot of things than "I'm going to program my mobile phone with an alarm/turn over this egg timer to tell me how long is left" other than for some extremely niche magic. </p><p></p><p>Which means in my experience that a "strongly simulationist system" ends up with a world that looks every bit as artificial as the one Order of the Stick plays for laughs. </p><p></p><p>Just to confirm Sanderson's First Law of Magic</p><p style="margin-left: 20px"><em>An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.</em></p><p></p><p>And I have never run into a group that didn't get what an encounter was. The problem is that if magic is reasonably common and durations are fixed (e.g. five minute) then you as a consequence have reliable and accurate timekeeping. And that has significant worldbuilding implications. I'm thinking of such navigation challenges such as the search for longtitude.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 9779267, member: 87792"] I really can't agree here other than that an encounter is a technical grouping of events and is as much a term of art as "Armour class" or "damage dice". Your average encounter is [I]a fight[/I]. And that does map to a real world construct. "I will hold on to this spell for a few minutes until the short job is done and after that it will be a relief to relax" or "this spell lasts about a minute; more than enough to do this one task but not much longer" makes far more emotional sense for a whole lot of things than "I'm going to program my mobile phone with an alarm/turn over this egg timer to tell me how long is left" other than for some extremely niche magic. Which means in my experience that a "strongly simulationist system" ends up with a world that looks every bit as artificial as the one Order of the Stick plays for laughs. Just to confirm Sanderson's First Law of Magic [INDENT][I]An author’s ability to solve conflict with magic is DIRECTLY PROPORTIONAL to how well the reader understands said magic.[/I][/INDENT] And I have never run into a group that didn't get what an encounter was. The problem is that if magic is reasonably common and durations are fixed (e.g. five minute) then you as a consequence have reliable and accurate timekeeping. And that has significant worldbuilding implications. I'm thinking of such navigation challenges such as the search for longtitude. [/QUOTE]
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