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How Does "The Rules Aren't Physics" Fix Anything?
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<blockquote data-quote="robertliguori" data-source="post: 4156657" data-attributes="member: 47776"><p>Well, to continue the metaphor, players expect to belong to the same inheritance hierarchy as every other roughly humanoid creature. When it's obvious that other creatures are using neither constructor or logic but public setter functions to access their vital stats ("He has 50 hp, despite his level, Con mod, and feats. Because."), and that each individual creature is scratch-built and using their own functions rather than generic, properly debugged helper methods, verisimilitude isn't.</p><p></p><p></p><p></p><p>Again, "The physics of the world are the rules of the game, modified and clarified in places" is different than "Rules aren't physics."</p><p></p><p>Also, I've found that such clarifications tend to produce worse results; they give any apocalyptic villain a simple goal to shoot for, with word-of-god confirmation that if the villain can overcome the limitation, the world go boom. At some point, you need to expose the physics of the world in order for your players to make meaningful choices, and given time, it is expected that the characters should have worked these laws of nature out.</p></blockquote><p></p>
[QUOTE="robertliguori, post: 4156657, member: 47776"] Well, to continue the metaphor, players expect to belong to the same inheritance hierarchy as every other roughly humanoid creature. When it's obvious that other creatures are using neither constructor or logic but public setter functions to access their vital stats ("He has 50 hp, despite his level, Con mod, and feats. Because."), and that each individual creature is scratch-built and using their own functions rather than generic, properly debugged helper methods, verisimilitude isn't. Again, "The physics of the world are the rules of the game, modified and clarified in places" is different than "Rules aren't physics." Also, I've found that such clarifications tend to produce worse results; they give any apocalyptic villain a simple goal to shoot for, with word-of-god confirmation that if the villain can overcome the limitation, the world go boom. At some point, you need to expose the physics of the world in order for your players to make meaningful choices, and given time, it is expected that the characters should have worked these laws of nature out. [/QUOTE]
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How Does "The Rules Aren't Physics" Fix Anything?
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