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<blockquote data-quote="Guest&nbsp; 85555" data-source="post: 6776501"><p>I personally don't play that way, but I do think people can bring whatever 'physics' they want to the game world. For me, stuff like believability matter, with a little bit of genre physics. At the end of the day it is important to me that world have a consistent reality to it. But I don't see why someone can't decide they want the reality they are experiencing to feel more like a story or a movie. For their hero to be protected bit from stormtrooper blasters or something. </p><p></p><p>I think both sides often get caught up in this false choice, that it has to 100% represent reality, or 100% represent the content of film and literature. I doubt most groups cleanly fall on the far side of either end of that spectrum, and many probably have a mix of players who clustered in different spots. </p><p></p><p>I know what I like, so I run games that way. That doesn't mean others can't run things differently or use different rationale for making rulings. </p><p></p><p>One thing I discuss with my players when we start a game is what 'physics' are being used. We don't have stuff like protagonist protection but there are still a lot of gray areas even in a campaign that on first glance seems vaguely realistic. For example is gunpowder behaving realistically or cinematically. If you are more strict regarding gunpowder use and trying to keep it realistic, that is going to mean the players really need to pay attention to the details of their plan. If it is more cinematic and hand wavy (i.e. sure that's enough to blow up a ship and lighting the fuse is a breeze with that fork and stone) things are different. I've actually seen disconnect between people mid-game and caught it as it was occurring. It was really helpful hashing out that detail because then everyone knew how the world was meant to behave.</p></blockquote><p></p>
[QUOTE="Guest 85555, post: 6776501"] I personally don't play that way, but I do think people can bring whatever 'physics' they want to the game world. For me, stuff like believability matter, with a little bit of genre physics. At the end of the day it is important to me that world have a consistent reality to it. But I don't see why someone can't decide they want the reality they are experiencing to feel more like a story or a movie. For their hero to be protected bit from stormtrooper blasters or something. I think both sides often get caught up in this false choice, that it has to 100% represent reality, or 100% represent the content of film and literature. I doubt most groups cleanly fall on the far side of either end of that spectrum, and many probably have a mix of players who clustered in different spots. I know what I like, so I run games that way. That doesn't mean others can't run things differently or use different rationale for making rulings. One thing I discuss with my players when we start a game is what 'physics' are being used. We don't have stuff like protagonist protection but there are still a lot of gray areas even in a campaign that on first glance seems vaguely realistic. For example is gunpowder behaving realistically or cinematically. If you are more strict regarding gunpowder use and trying to keep it realistic, that is going to mean the players really need to pay attention to the details of their plan. If it is more cinematic and hand wavy (i.e. sure that's enough to blow up a ship and lighting the fuse is a breeze with that fork and stone) things are different. I've actually seen disconnect between people mid-game and caught it as it was occurring. It was really helpful hashing out that detail because then everyone knew how the world was meant to behave. [/QUOTE]
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