Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*TTRPGs General
How much suspension of disbelief do you require?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="steenan" data-source="post: 5115695" data-attributes="member: 23240"><p>I only enjoy settings that make sense. It's just not fun for me if the game world does not have logical and aesthetic consistency. Of course, there are various kinds of consistency. I like worlds that are believable, with a "this could really exist" internal logic. But I also like worlds with a strong stylistic consistency, a strong genre - like in Star Wars or Exalted. If a game has neither a definite style nor verisimilitude, I won't play it.</p><p></p><p>I prefer as little meta-talk as reasonable. Of course, it's not possible nor sensible to disallow out-of-character talk completely, but it's good to keep it low. I definitely dislike discussing characters' plans and tactics on meta-level if it is not an inherent part of a resolution mechanics.</p><p></p><p>I'm not sure what you mean by "story" here. RPG, for me, is not about pre-written plots, it's about what comes out from players' decisions. If mechanics gets in the way of what is chosen and what makes sense in-game, it's time to change the mechanics. I have nothing against mechanics that are abstract enough to act at completely different level then concrete in-game actions, but I don't accept mechanics that encourage tactics much different from what is logical or stylistically appropriate in the game world. This "stylistic appropriateness" is an important factor: for example, if a game presents itself as "heroic fantasy", I want it to encourage heroic choices, not tactical ones. If it is horror, the optimal tactic should be "run for your life, then research, then return", not shooting the monster with the biggest gun you have.</p><p></p><p>I prefer mechanics that focuses on what is important for given game and leaves the rest broad and simple. A lot of small rules is hard to remember, hard to use and easy to munchkinize. Simple rules and a reasonable GM works much better. On the other hand, the main theme of the game should be represented mechanically by something more than a single die roll. Dogs in the Vineyard is a good example of what I consider a good design.</p></blockquote><p></p>
[QUOTE="steenan, post: 5115695, member: 23240"] I only enjoy settings that make sense. It's just not fun for me if the game world does not have logical and aesthetic consistency. Of course, there are various kinds of consistency. I like worlds that are believable, with a "this could really exist" internal logic. But I also like worlds with a strong stylistic consistency, a strong genre - like in Star Wars or Exalted. If a game has neither a definite style nor verisimilitude, I won't play it. I prefer as little meta-talk as reasonable. Of course, it's not possible nor sensible to disallow out-of-character talk completely, but it's good to keep it low. I definitely dislike discussing characters' plans and tactics on meta-level if it is not an inherent part of a resolution mechanics. I'm not sure what you mean by "story" here. RPG, for me, is not about pre-written plots, it's about what comes out from players' decisions. If mechanics gets in the way of what is chosen and what makes sense in-game, it's time to change the mechanics. I have nothing against mechanics that are abstract enough to act at completely different level then concrete in-game actions, but I don't accept mechanics that encourage tactics much different from what is logical or stylistically appropriate in the game world. This "stylistic appropriateness" is an important factor: for example, if a game presents itself as "heroic fantasy", I want it to encourage heroic choices, not tactical ones. If it is horror, the optimal tactic should be "run for your life, then research, then return", not shooting the monster with the biggest gun you have. I prefer mechanics that focuses on what is important for given game and leaves the rest broad and simple. A lot of small rules is hard to remember, hard to use and easy to munchkinize. Simple rules and a reasonable GM works much better. On the other hand, the main theme of the game should be represented mechanically by something more than a single die roll. Dogs in the Vineyard is a good example of what I consider a good design. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How much suspension of disbelief do you require?
Top