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Fun vs. Reality: a false dichotomy?
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<blockquote data-quote="innerdude" data-source="post: 5465305" data-attributes="member: 85870"><p>I didn't phrase it very well in another post I put up yesterday, but part of the "Fun vs. Reality" discussion is also very much dependent on <em>what level</em> the player wishes to actually <em>interact</em> with the rules to begin with. </p><p></p><p>Some players aren't interested AT ALL in how the rules actually impact the "game world." They simply want to interact with <em>the rules</em> as a logical construct. In other words, as long as they can understand the rules' implications for letting them "win," they don't necessarily care how it affects the game world. </p><p></p><p>I personally have one player in my group who's very much in this boat--the rules are more about <em>playing the game around the rules</em> than in interacting on a "game world level." Now obviously, given the choice between a rule that's consistent <em>and</em> works in connection with at least a moderate sense of realism, and one that's consistent and has no bearing on "real life," the more "realistic" of the two is preferable, assuming the general purpose for the rule is the same. </p><p></p><p>The ones who have a problem with it are the ones who WANT to interact <em>through the gameworld</em>, and have the <em>rules</em> interpret the consequences. This was one of <a href="http://www.thealexandrian.net/creations/misc/dissociated-mechanics.html" target="_blank">the Alexandrian's </a>biggest beefs with the 4e rules, incidentally, in that he felt that many of 4e's rules constructs were a barrier to players being able to do that. </p><p></p><p>But the real point is that <em>how</em> and <em>on what level</em> a player wishes to interact with the rules has a real impact on how they play the game. A player who wants to interact with the rules on a rules-level vs. a player who wants to interact on a game-world level vs. one who interacts with the rules as a shared "community agreement" are all wanting different outcomes for how the rules "play."</p></blockquote><p></p>
[QUOTE="innerdude, post: 5465305, member: 85870"] I didn't phrase it very well in another post I put up yesterday, but part of the "Fun vs. Reality" discussion is also very much dependent on [I]what level[/I] the player wishes to actually [I]interact[/I] with the rules to begin with. Some players aren't interested AT ALL in how the rules actually impact the "game world." They simply want to interact with [I]the rules[/I] as a logical construct. In other words, as long as they can understand the rules' implications for letting them "win," they don't necessarily care how it affects the game world. I personally have one player in my group who's very much in this boat--the rules are more about [I]playing the game around the rules[/I] than in interacting on a "game world level." Now obviously, given the choice between a rule that's consistent [I]and[/I] works in connection with at least a moderate sense of realism, and one that's consistent and has no bearing on "real life," the more "realistic" of the two is preferable, assuming the general purpose for the rule is the same. The ones who have a problem with it are the ones who WANT to interact [I]through the gameworld[/I], and have the [I]rules[/I] interpret the consequences. This was one of [URL="http://www.thealexandrian.net/creations/misc/dissociated-mechanics.html"]the Alexandrian's [/URL]biggest beefs with the 4e rules, incidentally, in that he felt that many of 4e's rules constructs were a barrier to players being able to do that. But the real point is that [I]how[/I] and [I]on what level[/I] a player wishes to interact with the rules has a real impact on how they play the game. A player who wants to interact with the rules on a rules-level vs. a player who wants to interact on a game-world level vs. one who interacts with the rules as a shared "community agreement" are all wanting different outcomes for how the rules "play." [/QUOTE]
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