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If it's not real then why call for "realism"?
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<blockquote data-quote="Irda Ranger" data-source="post: 4738685" data-attributes="member: 1003"><p>I don't think that's a safe assumption. It may be true in some cases, but I think most posters here are self-aware enough to know what they really want.</p><p></p><p>....</p><p></p><p>As for the OP, I will just second the above posters that there are two common uses of the word "realism",</p><p></p><p>1. <u>Absent A Rule, Reality</u>. Players expect that the D&D world will work like the real world unless there's a rule that says otherwise. So, lacking a rule on gravity, we assume that D&D gravity (on the world's surface) accelerates at 9.80665 m/s2. That's "realistic." </p><p></p><p>2. <u>Once a Rule, Logic Follows</u>. Players expect that the rules (both the written rules and the unwritten "realistic" rules that flow from "Absent a Rule, Reality" and also the "social rules" of a given game world) follow logically from one another. If it's logically required that "If <em>A</em>, Then <em>B</em>", it's realistic to expect <em>B</em> once <em>A</em> has been established. </p><p></p><p>By example, Spelljammer changed a lot of the rules of standard D&D, resetting what's "realistic", but once it's established that air pockets can become stale the PCs can would be within their rights to say that it's not "realistic" to build a Spelljammer ship with an open-flame galley but no way of refreshing the atmosphere - "<em>I mean, who would do that? It doesn't make sense!</em>". (Maybe not the best example, but I'm sure you get my point. There's no rule in the book forbidding open-flame galleys, but it would be stupid to use one on a ship built for long space voyages.)</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4738685, member: 1003"] I don't think that's a safe assumption. It may be true in some cases, but I think most posters here are self-aware enough to know what they really want. .... As for the OP, I will just second the above posters that there are two common uses of the word "realism", 1. [U]Absent A Rule, Reality[/U]. Players expect that the D&D world will work like the real world unless there's a rule that says otherwise. So, lacking a rule on gravity, we assume that D&D gravity (on the world's surface) accelerates at 9.80665 m/s2. That's "realistic." 2. [U]Once a Rule, Logic Follows[/U]. Players expect that the rules (both the written rules and the unwritten "realistic" rules that flow from "Absent a Rule, Reality" and also the "social rules" of a given game world) follow logically from one another. If it's logically required that "If [I]A[/I], Then [I]B[/I]", it's realistic to expect [I]B[/I] once [I]A[/I] has been established. By example, Spelljammer changed a lot of the rules of standard D&D, resetting what's "realistic", but once it's established that air pockets can become stale the PCs can would be within their rights to say that it's not "realistic" to build a Spelljammer ship with an open-flame galley but no way of refreshing the atmosphere - "[I]I mean, who would do that? It doesn't make sense![/I]". (Maybe not the best example, but I'm sure you get my point. There's no rule in the book forbidding open-flame galleys, but it would be stupid to use one on a ship built for long space voyages.) [/QUOTE]
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