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[D&D 5e] Planescape- In Through the Out Door (Full)
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<blockquote data-quote="Pembinasa" data-source="post: 6676192" data-attributes="member: 6776473"><p>While I disagree that the product of a spell has to be inherently magical, as if a castle made by ritual-casting permanent Wall of Stone would be vulnerable to a Dispel Magic forever after, I do get the idea- that we're free to decide for ourselves what the adjudication of rules-to-gaming-existence is. (And if I tried to start comparing the spell to what Spider-Man shoots out then I'd probably be on the way to going cuckoo. <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite1" alt=":)" title="Smile :)" loading="lazy" data-shortname=":)" /> )</p><p></p><p>But I do disagree with starting from the rules instead of starting from the world. The basic underlying rules of just about every kind of fiction, D&D included, is 'like real life except where we say otherwise.' Even in Sigil, fire still works, water still has three forms, and physics applies to the basic structures of life <em>except where explicitly overridden by magic. </em> Nowhere is that rule less in evidence than Planescape (except maybe Spelljammer), but that doesn't stop it from being the baseline we build from; even if gravity in Sigil works more like a space station than a normal planet, a rock still falls from your hand to the ground in the normal way unless interfered with.</p><p></p><p>That kind of mental shorthand is baked into the rules and gives the setting verisimilitude, and verisimilitude <em>matters</em> for convincing people that the situation is understandable enough to get the players invested in what's going on. If we uncouple physics from the system, we're basically telling basic cause-and-effect to take a hike- and suddenly we're playing in a Dr. Seuss book.</p></blockquote><p></p>
[QUOTE="Pembinasa, post: 6676192, member: 6776473"] While I disagree that the product of a spell has to be inherently magical, as if a castle made by ritual-casting permanent Wall of Stone would be vulnerable to a Dispel Magic forever after, I do get the idea- that we're free to decide for ourselves what the adjudication of rules-to-gaming-existence is. (And if I tried to start comparing the spell to what Spider-Man shoots out then I'd probably be on the way to going cuckoo. :) ) But I do disagree with starting from the rules instead of starting from the world. The basic underlying rules of just about every kind of fiction, D&D included, is 'like real life except where we say otherwise.' Even in Sigil, fire still works, water still has three forms, and physics applies to the basic structures of life [i]except where explicitly overridden by magic. [/i] Nowhere is that rule less in evidence than Planescape (except maybe Spelljammer), but that doesn't stop it from being the baseline we build from; even if gravity in Sigil works more like a space station than a normal planet, a rock still falls from your hand to the ground in the normal way unless interfered with. That kind of mental shorthand is baked into the rules and gives the setting verisimilitude, and verisimilitude [i]matters[/i] for convincing people that the situation is understandable enough to get the players invested in what's going on. If we uncouple physics from the system, we're basically telling basic cause-and-effect to take a hike- and suddenly we're playing in a Dr. Seuss book. [/QUOTE]
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[D&D 5e] Planescape- In Through the Out Door (Full)
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