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<blockquote data-quote="GlaziusF" data-source="post: 4491368" data-attributes="member: 74166"><p>Other way around, actually. We call the largest stretch of consistent events "reality". I'm certain you can remember both a dream you had and the day after the dream, yet you can also easily tell them apart. Why? The dream wasn't consistent, even with itself. It was your brain firing off at random and putting the pieces together.</p><p> </p><p>So we can call a sequence of internally consistent events "realistic", even when they have no consistency with the larger string of "reality"; and at the same time we can call an actual experience "unreal" because even though it is superficially consistent with the string of "reality" too much inside it is inconsistent.</p><p></p><p></p><p></p><p>I'm sure this will all be of great interest to the developers of D&D 12th edition for the Holoethertron, which as you know is a full-immersion substitute-reality experience that takes motion-captured input.</p><p></p><p>Luddite that I am, I'm still playing an older version. Here is how I figure out how my attack hits: I roll some dice. Here is how I figure out how soundly it hits: I roll some different dice. Sometimes, if I'm feeling particularly bold, I will roll both sets of dice together. Scandalous, I know. </p><p></p><p>If I want to narrate the blow, I generally do not concern myself with the specifics of placement and motion or worry much at all about fluidity and seamlessness, because even if I did there's no guarantee I could turn that into words that someone else could turn into the same image with any kind of regularity. Persistence of image is really not a major concern, especially since everyone only bothers to pay attention and stay engaged until the next person in line rolls some dice and narrates for themselves.</p><p></p><p>Something that has notably taken on an actual master of martial arts as a reference is the now-concluded <em>Avatar: The Last Airbender</em> series, though it was more Eastern martial arts. But that was a television program, and television is all about persistence of image. There's obvious utility there, not only in the presence of a consistent visual style, but in the way that the underlying martial arts can serve as a springboard for the construction of action sequences, and the resulting action sequences can affirm without stating outright that the motions the characters are making are not arbitrary but the result of training and practice.</p></blockquote><p></p>
[QUOTE="GlaziusF, post: 4491368, member: 74166"] Other way around, actually. We call the largest stretch of consistent events "reality". I'm certain you can remember both a dream you had and the day after the dream, yet you can also easily tell them apart. Why? The dream wasn't consistent, even with itself. It was your brain firing off at random and putting the pieces together. So we can call a sequence of internally consistent events "realistic", even when they have no consistency with the larger string of "reality"; and at the same time we can call an actual experience "unreal" because even though it is superficially consistent with the string of "reality" too much inside it is inconsistent. I'm sure this will all be of great interest to the developers of D&D 12th edition for the Holoethertron, which as you know is a full-immersion substitute-reality experience that takes motion-captured input. Luddite that I am, I'm still playing an older version. Here is how I figure out how my attack hits: I roll some dice. Here is how I figure out how soundly it hits: I roll some different dice. Sometimes, if I'm feeling particularly bold, I will roll both sets of dice together. Scandalous, I know. If I want to narrate the blow, I generally do not concern myself with the specifics of placement and motion or worry much at all about fluidity and seamlessness, because even if I did there's no guarantee I could turn that into words that someone else could turn into the same image with any kind of regularity. Persistence of image is really not a major concern, especially since everyone only bothers to pay attention and stay engaged until the next person in line rolls some dice and narrates for themselves. Something that has notably taken on an actual master of martial arts as a reference is the now-concluded [I]Avatar: The Last Airbender[/I] series, though it was more Eastern martial arts. But that was a television program, and television is all about persistence of image. There's obvious utility there, not only in the presence of a consistent visual style, but in the way that the underlying martial arts can serve as a springboard for the construction of action sequences, and the resulting action sequences can affirm without stating outright that the motions the characters are making are not arbitrary but the result of training and practice. [/QUOTE]
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