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<blockquote data-quote="happyhermit" data-source="post: 8172945" data-attributes="member: 6834463"><p>Yeah, I've not seen those be problems tied to the perspective I was referring to. They don't want things to happen in-fiction that force them out of making decisions in-character, and they don't want it to be impossible to imagine that the world is not mercurial (guess I couldn't find a worse way to say this?). If another player can (from outside the fiction), change the world in-play (as opposed to behind the scenes or when the GM does it), they can't have the feeling of a versimilitudinous <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f633.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":oops:" title="Oops! :oops:" data-smilie="10"data-shortname=":oops:" /> world.</p><p></p><p>I think the things you mention are more theoretical issues for people who enjoy rules and crunch, that would rarely if ever pull a person with the preferences I mentioned, out of immersion during Actual Play. And on the rare cases it does it usually has more to do with how the GM integrate the rules and fiction. </p><p></p><p>I mean, I am not sure what you mean by level variable hit points, but how often does this come up in actual play, in-fiction, that it makes the world seem incoherent? Could the GM have described things in a way that made sense? Not sure where the issue comes up as I haven't seen it. Assuming you mean "hit" as opposed to "strike", I have seen some issues here, but it just requires the GM to describe things in a way that works. </p><p></p><p>D&D is by no means perfect for this type of play, but neither is any system, on the whole I have had the best experience (with this type of play) using some versions of D&D. Of course D&D isn't perfect for any type of play (nor is any game), certainly not more player authorial style which it doesn't even claim to support without optional rules and which MANY other games are explicitly designed to handle.</p></blockquote><p></p>
[QUOTE="happyhermit, post: 8172945, member: 6834463"] Yeah, I've not seen those be problems tied to the perspective I was referring to. They don't want things to happen in-fiction that force them out of making decisions in-character, and they don't want it to be impossible to imagine that the world is not mercurial (guess I couldn't find a worse way to say this?). If another player can (from outside the fiction), change the world in-play (as opposed to behind the scenes or when the GM does it), they can't have the feeling of a versimilitudinous :oops: world. I think the things you mention are more theoretical issues for people who enjoy rules and crunch, that would rarely if ever pull a person with the preferences I mentioned, out of immersion during Actual Play. And on the rare cases it does it usually has more to do with how the GM integrate the rules and fiction. I mean, I am not sure what you mean by level variable hit points, but how often does this come up in actual play, in-fiction, that it makes the world seem incoherent? Could the GM have described things in a way that made sense? Not sure where the issue comes up as I haven't seen it. Assuming you mean "hit" as opposed to "strike", I have seen some issues here, but it just requires the GM to describe things in a way that works. D&D is by no means perfect for this type of play, but neither is any system, on the whole I have had the best experience (with this type of play) using some versions of D&D. Of course D&D isn't perfect for any type of play (nor is any game), certainly not more player authorial style which it doesn't even claim to support without optional rules and which MANY other games are explicitly designed to handle. [/QUOTE]
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