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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: 6784061" data-attributes="member: 6800918"><p>You're insisting on modeling some sort of historical realism, but the examples you give (e.g. Borgias, non-martial kings) either illustrate the opposite of what your are trying to argue, or are too idiosyncratic to make your point. Or your contentions show a lack of understanding of those real societies you invoke (empires are common - and their modes of organizing people into hierarchies would likely be, too, in many game worlds).</p><p></p><p>On the other hand, you fail to realize that the "real world" differs fundamentally from the in-game world because it lacks very powerful magic and other powers that are present in the game worlds people use. So your "realism" is kind of beside the point as a model of a campaign world.</p><p></p><p>Given the contradictory premises, it's not particularly surprising that you think trying to reason out a class structure is a fool's errand. It's your business whether you want to do this or not in your games. But your insistence that such modeling just can't be done - by anyone - is annoying.</p></blockquote><p></p>
[QUOTE="empireofchaos, post: 6784061, member: 6800918"] You're insisting on modeling some sort of historical realism, but the examples you give (e.g. Borgias, non-martial kings) either illustrate the opposite of what your are trying to argue, or are too idiosyncratic to make your point. Or your contentions show a lack of understanding of those real societies you invoke (empires are common - and their modes of organizing people into hierarchies would likely be, too, in many game worlds). On the other hand, you fail to realize that the "real world" differs fundamentally from the in-game world because it lacks very powerful magic and other powers that are present in the game worlds people use. So your "realism" is kind of beside the point as a model of a campaign world. Given the contradictory premises, it's not particularly surprising that you think trying to reason out a class structure is a fool's errand. It's your business whether you want to do this or not in your games. But your insistence that such modeling just can't be done - by anyone - is annoying. [/QUOTE]
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Do Classes Have Concrete Meaning In Your Game?
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