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General Tabletop Discussion
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Game rules are not the physics of the game world
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<blockquote data-quote="pemerton" data-source="post: 4044404" data-attributes="member: 42582"><p>I think, in many cases at least (not sure about Hussar, but I think the OP was doing this rather than what you suggest) they are trying to point out that other ways of playing the game are possible, and are supported by the game rules (to a passable degree, at least).</p><p></p><p></p><p>I'm not sure that this would fit with you "heroic realism" interpretation of the D&D world, because it would produce non-heroic heroes.</p><p></p><p></p><p>I think that the core RM XP rules do a better job of implementing this model ("hard field training" being the way to advancement). Those rules, combined with the RM character build rules, also solve the non-combat NPC problem without completely undermining the "heroic realism" approach.</p><p></p><p>I'm not sure it is such a neat fit for D&D, because the emphasis is not so much on what the character did (successfully used a skill or ability in the field) but on what the character accomplished relative to his/her goals (ie overcoming challenges). It is this element of metagame in the D&D XP system that supports its use for a certain (admittedly limited) range of non-simulationist approaches to play.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4044404, member: 42582"] I think, in many cases at least (not sure about Hussar, but I think the OP was doing this rather than what you suggest) they are trying to point out that other ways of playing the game are possible, and are supported by the game rules (to a passable degree, at least). I'm not sure that this would fit with you "heroic realism" interpretation of the D&D world, because it would produce non-heroic heroes. I think that the core RM XP rules do a better job of implementing this model ("hard field training" being the way to advancement). Those rules, combined with the RM character build rules, also solve the non-combat NPC problem without completely undermining the "heroic realism" approach. I'm not sure it is such a neat fit for D&D, because the emphasis is not so much on what the character did (successfully used a skill or ability in the field) but on what the character accomplished relative to his/her goals (ie overcoming challenges). It is this element of metagame in the D&D XP system that supports its use for a certain (admittedly limited) range of non-simulationist approaches to play. [/QUOTE]
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Game rules are not the physics of the game world
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