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General Tabletop Discussion
*Dungeons & Dragons
DM's: How transparent are you with game mechanics "in world?"
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<blockquote data-quote="Lyxen" data-source="post: 8396412" data-attributes="member: 7032025"><p>It sorts of work with low magical campaigns, but because magic violates basic physical rules like the conservation of energy and momentum, and every single law of thermodynamic, as a (long time ago but still very much interested) physicist, I really don't see how this work in p[ractice.</p><p></p><p>Even gravity does not work the same way in the canon, the Spelljammer gravity that makes zero sense compared to real world gravity is in Dungeon of the Mad Mage.</p><p></p><p></p><p></p><p>YCMV and you are perfectly free to play it that way in your campaign, but for me that leads directly to exploits like gunpowder, and it doe snot work well at all with magic, in particular the elemental one.</p><p></p><p>So, in all my campaigns, air is just stuff from the elemental plane of air, much easier and avoids metagaming as well by PCs who have zero reason to have even notions of real world chemistry.</p><p></p><p></p><p></p><p>I know it's easier, but you should try all books by Brandon Sanderson, he really challenges your brain with magic that has its own rules and physics, which is very consistent and fun, and still is at complete odds with real world physics. That is what I'm shooting for in my games.</p></blockquote><p></p>
[QUOTE="Lyxen, post: 8396412, member: 7032025"] It sorts of work with low magical campaigns, but because magic violates basic physical rules like the conservation of energy and momentum, and every single law of thermodynamic, as a (long time ago but still very much interested) physicist, I really don't see how this work in p[ractice. Even gravity does not work the same way in the canon, the Spelljammer gravity that makes zero sense compared to real world gravity is in Dungeon of the Mad Mage. YCMV and you are perfectly free to play it that way in your campaign, but for me that leads directly to exploits like gunpowder, and it doe snot work well at all with magic, in particular the elemental one. So, in all my campaigns, air is just stuff from the elemental plane of air, much easier and avoids metagaming as well by PCs who have zero reason to have even notions of real world chemistry. I know it's easier, but you should try all books by Brandon Sanderson, he really challenges your brain with magic that has its own rules and physics, which is very consistent and fun, and still is at complete odds with real world physics. That is what I'm shooting for in my games. [/QUOTE]
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DM's: How transparent are you with game mechanics "in world?"
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