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How important is "realism"?
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<blockquote data-quote="Jfdlsjfd" data-source="post: 8454987" data-attributes="member: 42856"><p>Some musings on my group idiosyncracies...</p><p></p><p>1. <em>Internal consistency has more weight than realism</em>. Players must be able to work with limited knowledge of the setting compared to their characters ; if a "rule" of the world is established and they memorize it, it's to be respected for their choices to make sense in setting (or, if it's established for a long time, a break must be explained somehow). But this consistency isn't necessarily realistic (If superhero fall and landing is a thing, the GM shouldn't surprise players claiming that yes, you can die from a 5-ft fall, roll damage, and if resurrection is a commonality in the world, assassination should still be mean, but not something that would bother royalties much.</p><p></p><p>2. <em>It's oddly genre-independant</em>. I play a game in the "real world" roughly (X-files like at most) and I am pretty sure that absolutely no government agency would keep our group in employment anywhere in the world given our disregard of rules and procedures. We once landed safely an attack helicopter on the roof of a building, by making a crit roll in Driving (narrated as looking on youtube for an appropriate tutorial). I feel that our Sharn sleuth campaign was... more realistic despite, you know, fireballs.</p><p></p><p>3. <em>Us geeks can be oddly obsessive on minutiae.</em></p><p></p><p>"Two weeks later, after an uneventful trip, you arrive in Xzor, the capital of the evil empire of Kargath". As a GM, we've all done that. In my group, it would be met by "What? Two weeks? How could we do that? We're not crossing the Swamp of Death. We'll do all the way around by taking the North Shire road, that will be three-week and a half if we do 35 km a day." And another player will interject "What?!? No way. I am not walking that fast several day in a road! Even riding is too tiring." "OK, let's settle for taking a boat at Hangton Ford and go down the river? We'll be there in 4 weeks." "Four weeks and three days, last time we were in Hangton Ford (<em>shuffles notes</em>) the boat was running twice a week and we can't count on getting lucky and arriving on Monday or Thursday" Especially of course if the campaign has absolutely no sense of time pressure and noone cares if the trip takes 12 parsecs. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Jfdlsjfd, post: 8454987, member: 42856"] Some musings on my group idiosyncracies... 1. [I]Internal consistency has more weight than realism[/I]. Players must be able to work with limited knowledge of the setting compared to their characters ; if a "rule" of the world is established and they memorize it, it's to be respected for their choices to make sense in setting (or, if it's established for a long time, a break must be explained somehow). But this consistency isn't necessarily realistic (If superhero fall and landing is a thing, the GM shouldn't surprise players claiming that yes, you can die from a 5-ft fall, roll damage, and if resurrection is a commonality in the world, assassination should still be mean, but not something that would bother royalties much. 2. [I]It's oddly genre-independant[/I]. I play a game in the "real world" roughly (X-files like at most) and I am pretty sure that absolutely no government agency would keep our group in employment anywhere in the world given our disregard of rules and procedures. We once landed safely an attack helicopter on the roof of a building, by making a crit roll in Driving (narrated as looking on youtube for an appropriate tutorial). I feel that our Sharn sleuth campaign was... more realistic despite, you know, fireballs. 3. [I]Us geeks can be oddly obsessive on minutiae.[/I] "Two weeks later, after an uneventful trip, you arrive in Xzor, the capital of the evil empire of Kargath". As a GM, we've all done that. In my group, it would be met by "What? Two weeks? How could we do that? We're not crossing the Swamp of Death. We'll do all the way around by taking the North Shire road, that will be three-week and a half if we do 35 km a day." And another player will interject "What?!? No way. I am not walking that fast several day in a road! Even riding is too tiring." "OK, let's settle for taking a boat at Hangton Ford and go down the river? We'll be there in 4 weeks." "Four weeks and three days, last time we were in Hangton Ford ([I]shuffles notes[/I]) the boat was running twice a week and we can't count on getting lucky and arriving on Monday or Thursday" Especially of course if the campaign has absolutely no sense of time pressure and noone cares if the trip takes 12 parsecs. ;) [/QUOTE]
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