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How important is "realism"?
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<blockquote data-quote="Tom B1" data-source="post: 8456155" data-attributes="member: 6879023"><p>You realize that's as much a person opinion and thus not really arguable usefully than any claims that there isn't enough realism? </p><p></p><p>The only argument can really be made around what more or less attempts to realism facilitate within the game and that usually revolves around constancy and expectation - the constancy of logic across various rules and GM decisions and the expectation that most things should behave in a vaguely familiar way unless they've been expressedly way previously. </p><p></p><p>To be silly, if I jump off the roof of a building chasing someone, I would think that I would fall due to gravity if nobody had told me gravity worked differently. </p><p></p><p>That seems trivial, but the important part is that a player can make decisions based on reasonable logic which they expect to be consistent. If the player, for instance, thinks he's a mythic hero and tries to leap bulding to building and the GM's understanding of the world is one where realistic jump distances are in play, then the player's expectation and the GM's are out of sync. </p><p></p><p>In order to not have to explain every little aspect of a world, borrowing from the real world implicitly (e.g. people are still motivated by intentions to improve their lot, gravity still pulls you down at the normal rate, I can only carry 40-60 pounds all day through wilds without getting absolutely spent) is just sensible. To that extent, there is a function for realsim and that's leveraging the common knowledge we have of the world when we come to the table. </p><p></p><p>That does not preclude more fantastic aspects making the game a fantasy game, but it does mean that those things need called out, the rules need internal logic and consistency, and that anything really fantastic and separate from our expectations needs to be discussed with players. </p><p></p><p>And if the world is so unpredictable because of inconsistent GM rulings, muddled rules, or rules that were not well enough thought out in the context of other rules, then players get very frustrated because the world seems arbitrary. </p><p></p><p>To that extent, borrowing from reality and from what we cone to the table with as understandings, is helpful to the game.</p></blockquote><p></p>
[QUOTE="Tom B1, post: 8456155, member: 6879023"] You realize that's as much a person opinion and thus not really arguable usefully than any claims that there isn't enough realism? The only argument can really be made around what more or less attempts to realism facilitate within the game and that usually revolves around constancy and expectation - the constancy of logic across various rules and GM decisions and the expectation that most things should behave in a vaguely familiar way unless they've been expressedly way previously. To be silly, if I jump off the roof of a building chasing someone, I would think that I would fall due to gravity if nobody had told me gravity worked differently. That seems trivial, but the important part is that a player can make decisions based on reasonable logic which they expect to be consistent. If the player, for instance, thinks he's a mythic hero and tries to leap bulding to building and the GM's understanding of the world is one where realistic jump distances are in play, then the player's expectation and the GM's are out of sync. In order to not have to explain every little aspect of a world, borrowing from the real world implicitly (e.g. people are still motivated by intentions to improve their lot, gravity still pulls you down at the normal rate, I can only carry 40-60 pounds all day through wilds without getting absolutely spent) is just sensible. To that extent, there is a function for realsim and that's leveraging the common knowledge we have of the world when we come to the table. That does not preclude more fantastic aspects making the game a fantasy game, but it does mean that those things need called out, the rules need internal logic and consistency, and that anything really fantastic and separate from our expectations needs to be discussed with players. And if the world is so unpredictable because of inconsistent GM rulings, muddled rules, or rules that were not well enough thought out in the context of other rules, then players get very frustrated because the world seems arbitrary. To that extent, borrowing from reality and from what we cone to the table with as understandings, is helpful to the game. [/QUOTE]
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