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How much suspension of disbelief do you require?
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<blockquote data-quote="Rechan" data-source="post: 5115905" data-attributes="member: 54846"><p>My suspension of disbelief is constructed with steel cables. I can take it if I'm having fun. Gaminess is OK with me. Realism isn't important to me, and often <strong>too much</strong> realism takes away my enjoyment; the most important thing for me is "Is it cool?" But that suspension can get violated by story things. Lack of continuity, hamfistedness, or what doesn't make sense for the NPC to have done.</p><p></p><p>Story (and common sense) should usually trump rules. It doesn't really matter the rules for "You're on fire"; if the character jumps in a lake, by god they should be no longer on fire. Good tactics should also work, but see "story and common sense" rule. The old "Carrying a bag of flour" gimmick is not cool with me. This is one reason why I like games that allow the PC to "take control" of the narrative and say what happens.</p><p></p><p>The fewer rules the better. Rules "Structure" or "Framework" is fine, but the more specific it gets, the worse it is for me. Subsystems and lots of loopholes and fiddly bits get on my nerves.</p><p></p><p>I'd prefer meta-talk be minimal, but it's just the nature of the beast. Hard to get rid of it.</p></blockquote><p></p>
[QUOTE="Rechan, post: 5115905, member: 54846"] My suspension of disbelief is constructed with steel cables. I can take it if I'm having fun. Gaminess is OK with me. Realism isn't important to me, and often [B]too much[/B] realism takes away my enjoyment; the most important thing for me is "Is it cool?" But that suspension can get violated by story things. Lack of continuity, hamfistedness, or what doesn't make sense for the NPC to have done. Story (and common sense) should usually trump rules. It doesn't really matter the rules for "You're on fire"; if the character jumps in a lake, by god they should be no longer on fire. Good tactics should also work, but see "story and common sense" rule. The old "Carrying a bag of flour" gimmick is not cool with me. This is one reason why I like games that allow the PC to "take control" of the narrative and say what happens. The fewer rules the better. Rules "Structure" or "Framework" is fine, but the more specific it gets, the worse it is for me. Subsystems and lots of loopholes and fiddly bits get on my nerves. I'd prefer meta-talk be minimal, but it's just the nature of the beast. Hard to get rid of it. [/QUOTE]
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How much suspension of disbelief do you require?
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