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<blockquote data-quote="pemerton" data-source="post: 4547023" data-attributes="member: 42582"><p>Well, it's not artificial in the real world - it's part of game balance. And it's not artificial in the gameworld - the explanation for 1x/encounter in the gameworld has nothing to do with the metagame constraints of the rules, but some ingame explanation. So <em>provided that one keeps game and metagame separate</em> it's not artificial.</p><p></p><p></p><p></p><p>From these comments it sounds like you don't enjoy keeping game and metagame separate. So 4e probably won't work for you.</p><p></p><p>Right. This is the RQ/RM/3E approach. It has the advantage that it doesn't lead to game/metagame separation. It has the disadvantage that it can be hard to get game balance right, it can sometime lead to tedium (I think this is Mustrum Ridcully's point), and most of all it means the player can never guarantee that the narrative turns out in such a way as to make his/her PC look cool rather than hopeless - which means the game inevitably tends in the direction of grim and gritty rather than cinematic (RQ or RM moreso than 3E, but only because 3E helps itself to rules like hit points that are hard to reconcile with its more simulationist aspects).</p><p></p><p>If you are looking for a fantasy RPG which doesn't force a game/metagame separation, and which has fairly straightforward mechanics with flexible character build and action resolution, but also has some features built in to try and keep it towards the cinematic rather than the gritty end of the spectrum, you might want to take a look at HARP.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4547023, member: 42582"] Well, it's not artificial in the real world - it's part of game balance. And it's not artificial in the gameworld - the explanation for 1x/encounter in the gameworld has nothing to do with the metagame constraints of the rules, but some ingame explanation. So [i]provided that one keeps game and metagame separate[/i] it's not artificial. From these comments it sounds like you don't enjoy keeping game and metagame separate. So 4e probably won't work for you. Right. This is the RQ/RM/3E approach. It has the advantage that it doesn't lead to game/metagame separation. It has the disadvantage that it can be hard to get game balance right, it can sometime lead to tedium (I think this is Mustrum Ridcully's point), and most of all it means the player can never guarantee that the narrative turns out in such a way as to make his/her PC look cool rather than hopeless - which means the game inevitably tends in the direction of grim and gritty rather than cinematic (RQ or RM moreso than 3E, but only because 3E helps itself to rules like hit points that are hard to reconcile with its more simulationist aspects). If you are looking for a fantasy RPG which doesn't force a game/metagame separation, and which has fairly straightforward mechanics with flexible character build and action resolution, but also has some features built in to try and keep it towards the cinematic rather than the gritty end of the spectrum, you might want to take a look at HARP. [/QUOTE]
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