Thanks for replying Celebrim. I'll admit that I'm trying to draw you and people like you out on this topic so I can better deal with players like you in the future. By responding in detail to the points I've made, you're helping to understand what you want from a game. I'm never going to agree - that's a matter of personal preference. But it will head off arguments and ill feeling if I can anticipate what such players want.
Celebrim said:
The thing you are overlooking is that the in game characters generally aren't complex biological organisms, the in game universe generally doesn't have complex ecosystems, and so forth.
Except when such things become plot relevant. When a PC is stabbed, they bleed. Ergo they have cardiovascular systems. A victim of a grisly murder could have their entrails strewn across the room. No player is going to stand up and declare that since there are no rules for digestion, characters in this gameworld don't have intestines. (Are they?

)
And I seem to recall that there are indeed bleeding rules, which would be an attempt to model the effects of blood loss on significant characters - generally PCs. ( Monsters generally are assumed to die at zero. Let's face it, in 99% of cases no-one's going to stabilise them. ) So I'd actually argue that although there are no rules for blood
circulation, the rules do point to circulation systems existing. And I point to that of an example of the game world being more complex than the rules would otherwise appear to imply.
Celebrim said:
The game universe is actually very simple. The rules are not an abstraction of the game universe, because the game universe is less concrete and real than even the rules. We pretend that the game universe is complex, but it really isn't. It is exactly what you'd expect to be the product of simulation model.
Taken to an extreme, that could be mistaken to imply that when a PC's blade cleaves a kobold in two, there should be no blood or guts. That all biological organisms are some sort of homogenous matter clad in skin, scales or fur. When a commoner loses an arm in a sawmill accident, they have a clean flat flesh-coloured stump with no bone, no muscle, and no bleeding. That if you walk too far from the village you're going to reach a flat expanse of nothingness where the published maps end and the DM hasn't made anything new. I know that's not what you're saying, but I'm using extreme examples to point out that every game assumes that the game world is at least a little more complex than what is explicitly spelled out in the rules. The only argument is about where you draw the line.
My position is that the rules do not model the gameworld. They present a model for the players to interact with the gameworld. There are no rules for many aspects of the gameworld because the model assumes that such things will not be plot relevant, and therefore makes no attempt to handle their impact on the PCs, or vice versa. If that assumption fails, then the DM has two options: fiat, or house-rule.
Celebrim said:
Some people are claiming, "Well, but offstage its more complex and real than on stage." Hogwash. Offstage, it is less complex and less real and less concretely imagined than one stage. That's one of the reasons why I suggest using the rules offstage. It encourages you to imagine that reality in more detail than merely handwaving away the game simulation.
Actually, offstage is where the model breaks down, IMO. When's the last time the DM ran three succssive NPC vs Monster battles because the players' party was the fourth group sent to deal with the ogre problem?
Celebrim said:
But that's the thing. Most games I've played in don't have weather patterns, extinction of the species, geographical formations, or economic systems. It's a rare DM that even imagines that his world has these things or thinks about it. Most game worlds I've been in don't have any weather to speak of, and the only time anyone even thinks about it is when the DM is using it as fluff to say, "There is trouble in the state of Denmark." or "This scene is going to be explicitly 'man vs. nature'. They certainly don't have geographical formations unless the DM is a geologist. (I'm a member of the NSS, so my games actually have caves, but I wouldn't claim that they have any other sort of geology.)
The only time I've been in games that have these things on any sort of a regular basis is with DMs that took the time and effort to create a simulation model of these things, because otherwise they simply would never be reminded that these things were going on. I take the trouble to roll up the weather every day, because I know if I didn't the game universe would never have any weather to speak of.
And here again this is a difference in our styles of play. In most games I've played in, the assumption is that these things indeed do exist, but are either static enough that there is no need to describe how they change, or so complex that no rules could model them to the DM or player's satisfaction. Taking the example of weather, most DMs I've played with at least take the time of year in-game into account when describing the weather, but do not roll on charts. And weather is rarely described in more then a terse fashion (cool, and overcast) unless something is happening that would give it plot significance. EG, the players are trying to evacuate the villagers to the other side of the river before the rain starts and the river floods.
Celebrim said:
No, PCs suffer injuries like sprains or broken bones. What do you think 'ability damage' is? In fact, 'sprain' is a result on my house rule fumble table, so my characters really do suffer these sorts of injuries. But in other game worlds, they really don't happen. Be honest. Whens the last time your BBEG entered combat with a sprained ankle or a strained muscle?
Good for you on the house rule! I approve! Unfortunately my experience is that ability damage is far more often the result of disease or poison, neither of which lend themselves to a description of 'sprain', so I never made that leap of intuition. *yoinks house rule*
Celebrim said:
I appreciate you attempt to propose a house rule to allow the story to progress, but I find your house rule very vague and arbitrary. It is also unnecessary. I've previously provided a story that works very well under both the RAW and my own house rules explaining how the death of an important high level NPC was caused by a fall from his horse.
(Relevent post here.) Moreover, my story makes a far better 'evil omen' story than the one you proposed IMNSHO. Again, sticking by the rules forced me to create something more interesting because I needed to provide more detail to explain the event. And, sticking by the rules made sure that the world was more emmersive and believable, because what happened offstage fit the players conceptions of what should happen based on thier on stage experiences. So, yes, in theory I could have broke the rules and probably got away with it, but by not being 'lazy' about the story I avoided pitfalls and still told the same story but IMNSHO told it better for my game world.
Yes, but your post requires a ravine. I deliberately presented a case where the local geography was well known, and no such ravine existed. I live in an area where we tend to have gentle hills rather than steep slopes and ravines, and I think that may be why most of our homebrewed geography tends to also omit them. Sadly, I think most players I know would have more problem with the sudden appearance of a deep and dangerous ravine than with the original death from the short fall!
Celebrim said:
Once again, we are confusing the situation. I've never once claimed that the DM can't make judgement calls on situations not covered by the RAW. I've even allowed that the DM can if he deems it necessary break the rules. But this is a situation covered by the rules as written, and he loses something and gains nothing by breaking the rules. Hense, he is best adviced to stick to the rules. It's not 'wrong' to not stick to the rules, but it is (at least in the cases thus far discussed) better to do so IMO.
I think I'm beginning to understand now. In your view of the game, game systems such as hitpoints and dice of damage are absolutes, and the gameworld conforms to them no matter how many minor incongruities that introduces. I'm struggling with this concept because every game I've played in the GM and players have either all assumed that the gameworld defaults to the real world, and the rules are an attempt to simplify that world for play, or a situation of this type has never arisen to reveal which opinion people at the table hold.
It's also clear that someone who holds the one opinion is unlikely to be persuaded to the other.
So I have two final questions:
1) Has anyone ever played with a group where the difference in opinion on gamerules as gameworld physics became an issue, and how was this handled?
2) Who be able to enjoy a game where the DM held the opposite opinion, and what, if anything, would facilitate this? (e.g. announcement at the start of the game which philosophy was being followed)