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<blockquote data-quote="Raven Crowking" data-source="post: 3578617" data-attributes="member: 18280"><p>So, then, in your opinion, what should my predictive model be?</p><p></p><p></p><p></p><p>It is easily arguable that different movies (and certainly different movie genres) rewrite physical laws within their particular milieu. I don't mean that they hire consultants. If you decide that the Force can move objects at a distance, you have rewritten the model of physics for your trilogy, even without deciding (as you later might) that midichlorians do all the work. Likewise, there is a nice bit in one <em>Star Trek: Enterprise</em> episode where T'Pol tells Archer that a positive outlook doesn't alter the laws of physics. Within the confines of the Trek universe, one might wonder if T'Pol is right. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /> </p><p></p><p><em>Doctor Who</em>, although initially built with a semblence of real-world physics, decided long ago that within the confines of the Who universe, our physical model is not only incomplete, but simply wrong. This was made explicit in <em>Shada</em>, an episode written by Douglas Adams. Unfortunately, <em>Shada</em> never aired due to a labour dispute, but the episode was reconstructed with bridging narration by Tom Baker, and has been available on both VHS & DVD.</p><p></p><p>Certainly, one would like the game world (as with movies) to cleave to RW physics where there are not compelling reasons not to. I would say that the RAW assumes that the DM will generally fall back on the much dreaded "common sense" and personal experience/knowledge where the RAW is silent.</p><p></p><p>The changes to the way the world works, btw, are not simply to simplify things (as some might suggest), but also to specifically allow things to be & work differently than they would in real life. The combat system, going back at least to Mr. Gygax's comments in the 1e DMG, is <em>intentionally</em> designed to <em>not</em> simulate realistic combat in favour of something more heroic (and fun to play). Likewise, if the game clove to current models of real world physics, there would be no darkvision, no supernatural powers, no spells, and the elves would be doomed.</p><p></p><p>The RAW attempts to create a world where the rules work as, perhaps, we might <em>wish</em> them to work. As does <em>Doctor Who</em>. As does <em>Star Trek</em>. As do, I strongly suspect, most of those movies you mentioned earlier. In some cases, of course, films and rpgs create worlds where the rules work as we might fear them to, such as in a horror movies.</p><p></p><p>I feel certain that the makers of <em>Armageddon</em> didn't hire a consultant on physics (or, at least, not a competent one -- or, if so, they certainly didn't listen), but I would be hard pressed to accept that the physics in <em>Armageddon</em> and real-world models are the same thing. </p><p></p><p>YMMV, and obviously does.</p><p></p><p>RC</p></blockquote><p></p>
[QUOTE="Raven Crowking, post: 3578617, member: 18280"] So, then, in your opinion, what should my predictive model be? It is easily arguable that different movies (and certainly different movie genres) rewrite physical laws within their particular milieu. I don't mean that they hire consultants. If you decide that the Force can move objects at a distance, you have rewritten the model of physics for your trilogy, even without deciding (as you later might) that midichlorians do all the work. Likewise, there is a nice bit in one [I]Star Trek: Enterprise[/I] episode where T'Pol tells Archer that a positive outlook doesn't alter the laws of physics. Within the confines of the Trek universe, one might wonder if T'Pol is right. :) [i]Doctor Who[/i], although initially built with a semblence of real-world physics, decided long ago that within the confines of the Who universe, our physical model is not only incomplete, but simply wrong. This was made explicit in [i]Shada[/i], an episode written by Douglas Adams. Unfortunately, [i]Shada[/i] never aired due to a labour dispute, but the episode was reconstructed with bridging narration by Tom Baker, and has been available on both VHS & DVD. Certainly, one would like the game world (as with movies) to cleave to RW physics where there are not compelling reasons not to. I would say that the RAW assumes that the DM will generally fall back on the much dreaded "common sense" and personal experience/knowledge where the RAW is silent. The changes to the way the world works, btw, are not simply to simplify things (as some might suggest), but also to specifically allow things to be & work differently than they would in real life. The combat system, going back at least to Mr. Gygax's comments in the 1e DMG, is [i]intentionally[/i] designed to [i]not[/i] simulate realistic combat in favour of something more heroic (and fun to play). Likewise, if the game clove to current models of real world physics, there would be no darkvision, no supernatural powers, no spells, and the elves would be doomed. The RAW attempts to create a world where the rules work as, perhaps, we might [i]wish[/i] them to work. As does [i]Doctor Who[/i]. As does [i]Star Trek[/i]. As do, I strongly suspect, most of those movies you mentioned earlier. In some cases, of course, films and rpgs create worlds where the rules work as we might fear them to, such as in a horror movies. I feel certain that the makers of [i]Armageddon[/i] didn't hire a consultant on physics (or, at least, not a competent one -- or, if so, they certainly didn't listen), but I would be hard pressed to accept that the physics in [i]Armageddon[/i] and real-world models are the same thing. YMMV, and obviously does. RC [/QUOTE]
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