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How Does "The Rules Aren't Physics" Fix Anything?
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<blockquote data-quote="hbarsquared" data-source="post: 4157994" data-attributes="member: 4550"><p>Wow, this thread took quite an effort to slog through.</p><p></p><p>Here's my contribution: <strong>granularity.</strong></p><p></p><p>First, physics of the real world, our world, is granular. The easiest and popular example is Newtonian versus Relativity. Both are "correct," despite being differing theories. Newtonian physics covers <em>most</em> situations, <em>most</em> of the time. You need Relativity to explain the fringe cases of the very big and the very fast. Of course, even Relativity can't explain the very small, let alone when you divide by zero...</p><p></p><p>The point is, the Rules of the Game are extremely granular: they provide the physics of the game world <em>only insofar as they can be translated to the players in the context of a role playing game.</em> You could say it's physics, but they are Newtonian, and do not reveal the intricacies or detail of the <em>actual</em> game world, if you wish.</p><p></p><p>You could even go so far as to say that the PCs, and those they interact with, use "Relativity" physics, while the rest of your game universe uses Newtonian. Those rules <em>are</em> accurate, and <em>do</em> describe the game world, but because the PCs are the protagonists, they necessarily are considered a fringe case. And even that doesn't cover all that is possible in the game universe... and that is what the DM is for.</p><p></p><p>NPCs and PCs, on-camera actions and off-camera actions <strong>DO</strong> follow the same physics, and the rules <strong>DO</strong> reflect this. NPCs simply do not require the same level of detail or labor (mechanically, this issue has nothing to do with creative storytelling or "roleplaying") - hence they use Newtonian physics, while the PCs use the more fantastic Relativity.</p><p></p><p>Besides, the whole "physics of the game world" issue is far more prevalent in 3E. If you want your character to have a particular special ability, oftentimes it required 10+ levels of planning, multiple prestige classes, and a fintely tuned feat and skill selection in order to pull off. In 4E, this 1) seems far less so, and 2) far easier to tinker with, from a DM perspective. In 4E, the DM has much greater leniency to change the physics/rules of the game world as he or she sees fit.</p></blockquote><p></p>
[QUOTE="hbarsquared, post: 4157994, member: 4550"] Wow, this thread took quite an effort to slog through. Here's my contribution: [b]granularity.[/b] First, physics of the real world, our world, is granular. The easiest and popular example is Newtonian versus Relativity. Both are "correct," despite being differing theories. Newtonian physics covers [i]most[/i] situations, [i]most[/i] of the time. You need Relativity to explain the fringe cases of the very big and the very fast. Of course, even Relativity can't explain the very small, let alone when you divide by zero... The point is, the Rules of the Game are extremely granular: they provide the physics of the game world [i]only insofar as they can be translated to the players in the context of a role playing game.[/i] You could say it's physics, but they are Newtonian, and do not reveal the intricacies or detail of the [i]actual[/i] game world, if you wish. You could even go so far as to say that the PCs, and those they interact with, use "Relativity" physics, while the rest of your game universe uses Newtonian. Those rules [i]are[/i] accurate, and [i]do[/i] describe the game world, but because the PCs are the protagonists, they necessarily are considered a fringe case. And even that doesn't cover all that is possible in the game universe... and that is what the DM is for. NPCs and PCs, on-camera actions and off-camera actions [b]DO[/b] follow the same physics, and the rules [b]DO[/b] reflect this. NPCs simply do not require the same level of detail or labor (mechanically, this issue has nothing to do with creative storytelling or "roleplaying") - hence they use Newtonian physics, while the PCs use the more fantastic Relativity. Besides, the whole "physics of the game world" issue is far more prevalent in 3E. If you want your character to have a particular special ability, oftentimes it required 10+ levels of planning, multiple prestige classes, and a fintely tuned feat and skill selection in order to pull off. In 4E, this 1) seems far less so, and 2) far easier to tinker with, from a DM perspective. In 4E, the DM has much greater leniency to change the physics/rules of the game world as he or she sees fit. [/QUOTE]
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How Does "The Rules Aren't Physics" Fix Anything?
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