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How cognizant are you of the rules of the game?
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<blockquote data-quote="The Crimson Binome" data-source="post: 6769985" data-attributes="member: 6775031"><p>That sounds like an unrelated issue. Very few systems attempt to Simulate the real world, probably because the real world is "too boring" or something. GURPS does a pretty decent job, but it can be difficult to have an exciting campaign in GURPS since the characters are so fragile.</p><p></p><p>It seems like most modern-day-set games try to mimic action movies, and use action movie logic. That's a difficult mindset for me to comprehend. I can't really understand what it would be like to live in a world powered by narrative causality, where the hero never breaks a bone even though quantifiably-identical mooks would suffer exactly that when put through the same circumstances. Like, do they just not notice the inconsistencies?</p><p></p><p>The divide isn't set along genre lines, though. There are plenty of games which try to inject cinematic logic into a fantasy setting. Savage Worlds can do that, I know. Eberron tried. It was kind of like what 4E felt like, at times. A lot of it comes down to presentation, really. You can usually tell by reading it, where the system fits along the GNS curve, and 5E simply doesn't include the language that you'd find in 4E or Savage Worlds to indicate that you're modeling a story rather than a reality.</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6769985, member: 6775031"] That sounds like an unrelated issue. Very few systems attempt to Simulate the real world, probably because the real world is "too boring" or something. GURPS does a pretty decent job, but it can be difficult to have an exciting campaign in GURPS since the characters are so fragile. It seems like most modern-day-set games try to mimic action movies, and use action movie logic. That's a difficult mindset for me to comprehend. I can't really understand what it would be like to live in a world powered by narrative causality, where the hero never breaks a bone even though quantifiably-identical mooks would suffer exactly that when put through the same circumstances. Like, do they just not notice the inconsistencies? The divide isn't set along genre lines, though. There are plenty of games which try to inject cinematic logic into a fantasy setting. Savage Worlds can do that, I know. Eberron tried. It was kind of like what 4E felt like, at times. A lot of it comes down to presentation, really. You can usually tell by reading it, where the system fits along the GNS curve, and 5E simply doesn't include the language that you'd find in 4E or Savage Worlds to indicate that you're modeling a story rather than a reality. [/QUOTE]
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