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Fairy tale logic vs naturalism in fantasy RPGing
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<blockquote data-quote="pemerton" data-source="post: 6986243" data-attributes="member: 42582"><p>To me it seems to be the opposite of this.</p><p></p><p>Naturalism shifts much more control to the GM. Eg with your "burn the fields" example, mostly this will be subject almost entirely to GM fiat (in terms of setting checks required, DCs required, determining consequences, etc) - unless you're using something like the 4e skill challenge structure to resolve it.</p><p></p><p>Whereas fairy tale logic is what allows the trolls to still be in the same place when the PCs come back to loot them; or allows a thief to get lucky and surive a 50' fall or not be seen hiding in the corner of the giant's hall. Because, as [MENTION=22260]TerraDave[/MENTION] put it, "things are what they are and do what they do. There is little overt motivation or exposition," there is no need to worry that the GM's framing, or the outcomes of the players' action resolution, is somehow "unrealistic" or lackingin verisimilitude/causal logic.</p><p></p><p>(When [MENTION=6696971]Manbearcat[/MENTION] ran a group of us through a play-by-post of the Chamberlain and the King, rather than conerns over whether or not the Chamberlain would grant us an audience, the Chamberlain turned out to be some sort of golem-thingy under the control of an evil dragon threatening the town. That's fairy tale logic!)</p></blockquote><p></p>
[QUOTE="pemerton, post: 6986243, member: 42582"] To me it seems to be the opposite of this. Naturalism shifts much more control to the GM. Eg with your "burn the fields" example, mostly this will be subject almost entirely to GM fiat (in terms of setting checks required, DCs required, determining consequences, etc) - unless you're using something like the 4e skill challenge structure to resolve it. Whereas fairy tale logic is what allows the trolls to still be in the same place when the PCs come back to loot them; or allows a thief to get lucky and surive a 50' fall or not be seen hiding in the corner of the giant's hall. Because, as [MENTION=22260]TerraDave[/MENTION] put it, "things are what they are and do what they do. There is little overt motivation or exposition," there is no need to worry that the GM's framing, or the outcomes of the players' action resolution, is somehow "unrealistic" or lackingin verisimilitude/causal logic. (When [MENTION=6696971]Manbearcat[/MENTION] ran a group of us through a play-by-post of the Chamberlain and the King, rather than conerns over whether or not the Chamberlain would grant us an audience, the Chamberlain turned out to be some sort of golem-thingy under the control of an evil dragon threatening the town. That's fairy tale logic!) [/QUOTE]
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