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="Ainamacar" data-source="post: 5115937" data-attributes="member: 70709"><p>I want each game world to have its own rules and then stick with them, whatever they may be. A self-consistent system isn't necessarily right, but a self-inconsistent system is certainly wrong (even if that just means incomplete). That has some genre dependence for me, but self consistency is more important. As a player I am not necessarily privy to the rules, and am willing to go quite far afield unless the DM is clearly (or even admittedly) being lazy in this area. As DM, I'm pretty darn fastidious.</p><p></p><p>I really like the meta-game, and am pretty tolerant of it as a player or DM. Generally speaking I haven't played with many people who feel the need to be in character all the time, and I feel a little unnatural when I do. Thus, except for big scenes, my regular group is rather free with meta-talk, and there have only been a few times when that has been a problem for someone at the table. The game I'm in right now is also the test bed for a system a friend is designing, so we occasionally take lengthy meta-game breaks to figure things out. That said, if we're all in the in-character "zone", I'm loathe to break it.</p><p></p><p>I feel that mechanics should be as consistent as possible with the coherency of the game world, since that usually defines how characters and NPCs interact with it. That can be rules-heavy or rules-light, as long as it (and/or the DM) is sufficiently flexible for the game world to make sense. If that is basically true, then a story which is in serious conflict with mechanics is actually a story that is in conflict with the coherency of the game world. In other words, that is a story best told in a different game. If the mechanics and the game world themselves don't match, one or the other should bend a little. If this must be done constantly they were never a good match in the first place and, yes, I mind that.</p><p></p><p>I liken it to video games where characters perform incredible acts in cut scenes, ostensibly to serve the story, but can't do anything remotely comparable during gameplay. It's a pet peeve for me.</p><p></p><p>In general I like a small set of broad rules that apply universally (a framework) and a wide range of effectively independent sub-systems that only interact with each other through the broad rules. In my view that lends itself to coherency as well as an interesting metagame. I think this organization is compatible with both rules-light and rules-heavy games, unless the game has so few rules no subsystems could really be said to exist.</p><p></p><p>My preference for the number of subsystems and how complicated they should be is tough to express... It's not very helpful to say I like parsimony as well as enough complexity not to get bored (i.e. "just right") because pretty much anyone could say that. I really enjoy D&D 3.5 from about levels 3-12, so that is something of a benchmark. I like the basic framework of 3.5 very much, and I don't feel that it collapses under its own weight (as a player) until level 16 or so. As a DM, whole 'nother story...</p></blockquote><p></p>
[QUOTE="Ainamacar, post: 5115937, member: 70709"] I want each game world to have its own rules and then stick with them, whatever they may be. A self-consistent system isn't necessarily right, but a self-inconsistent system is certainly wrong (even if that just means incomplete). That has some genre dependence for me, but self consistency is more important. As a player I am not necessarily privy to the rules, and am willing to go quite far afield unless the DM is clearly (or even admittedly) being lazy in this area. As DM, I'm pretty darn fastidious. I really like the meta-game, and am pretty tolerant of it as a player or DM. Generally speaking I haven't played with many people who feel the need to be in character all the time, and I feel a little unnatural when I do. Thus, except for big scenes, my regular group is rather free with meta-talk, and there have only been a few times when that has been a problem for someone at the table. The game I'm in right now is also the test bed for a system a friend is designing, so we occasionally take lengthy meta-game breaks to figure things out. That said, if we're all in the in-character "zone", I'm loathe to break it. I feel that mechanics should be as consistent as possible with the coherency of the game world, since that usually defines how characters and NPCs interact with it. That can be rules-heavy or rules-light, as long as it (and/or the DM) is sufficiently flexible for the game world to make sense. If that is basically true, then a story which is in serious conflict with mechanics is actually a story that is in conflict with the coherency of the game world. In other words, that is a story best told in a different game. If the mechanics and the game world themselves don't match, one or the other should bend a little. If this must be done constantly they were never a good match in the first place and, yes, I mind that. I liken it to video games where characters perform incredible acts in cut scenes, ostensibly to serve the story, but can't do anything remotely comparable during gameplay. It's a pet peeve for me. In general I like a small set of broad rules that apply universally (a framework) and a wide range of effectively independent sub-systems that only interact with each other through the broad rules. In my view that lends itself to coherency as well as an interesting metagame. I think this organization is compatible with both rules-light and rules-heavy games, unless the game has so few rules no subsystems could really be said to exist. My preference for the number of subsystems and how complicated they should be is tough to express... It's not very helpful to say I like parsimony as well as enough complexity not to get bored (i.e. "just right") because pretty much anyone could say that. I really enjoy D&D 3.5 from about levels 3-12, so that is something of a benchmark. I like the basic framework of 3.5 very much, and I don't feel that it collapses under its own weight (as a player) until level 16 or so. As a DM, whole 'nother story... [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
How much suspension of disbelief do you require?
Top