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General Tabletop Discussion
*Dungeons & Dragons
Do Classes Have Concrete Meaning In Your Game?
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<blockquote data-quote="empireofchaos" data-source="post: 6764038" data-attributes="member: 6800918"><p>People just want to begin with the metagame assumption that the crunch is real, and the fluff is not. Then, after they've excised the fluff (i.e. changed the text), they can translate the IRL crunch into gameworld fluff, and then claim that their various translations are accurate.</p><p></p><p>But what if we do the translation the other way around? I.e. taking into account that, </p><p></p><p>start with the conceit that the fluff is real in-world, and it is then translated for we players into crunch. This way, charges to the effect of "Oh, you think class is real? So, does your fighter talk about how many hit points he has and how many times he can swing his sword in a 6-second round" become irrelevant, since "Hit points" and "rounds" are our translations of the character's reality of class, but the terms mean nothing to the character, because he doesn't understand the language?</p><p></p><p>To avoid misunderstanding: this is not the only way to do it, but I find it more immersive and aesthetically pleasing.</p><p></p><p>EDIT: Changed second quote for proper attribution.</p></blockquote><p></p>
[QUOTE="empireofchaos, post: 6764038, member: 6800918"] People just want to begin with the metagame assumption that the crunch is real, and the fluff is not. Then, after they've excised the fluff (i.e. changed the text), they can translate the IRL crunch into gameworld fluff, and then claim that their various translations are accurate. But what if we do the translation the other way around? I.e. taking into account that, start with the conceit that the fluff is real in-world, and it is then translated for we players into crunch. This way, charges to the effect of "Oh, you think class is real? So, does your fighter talk about how many hit points he has and how many times he can swing his sword in a 6-second round" become irrelevant, since "Hit points" and "rounds" are our translations of the character's reality of class, but the terms mean nothing to the character, because he doesn't understand the language? To avoid misunderstanding: this is not the only way to do it, but I find it more immersive and aesthetically pleasing. EDIT: Changed second quote for proper attribution. [/QUOTE]
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Do Classes Have Concrete Meaning In Your Game?
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