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If it's not real then why call for "realism"?
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<blockquote data-quote="Lanefan" data-source="post: 4739192" data-attributes="member: 29398"><p>Some semblance of realism-mirroring is necessary (in, as others have mentioned, a non-genre system) if only so as not to have to design one's game-world physics, chemistry, and biology from the Big Bang on down in order to explain how things work as they do. So, we assume basics such as gravity; moons orbiting planets orbiting stars etc.; that solids and liquids and gases generally behave as they do in reality; that water freezes at 0 (32) and boils at 100 (212); that life exists, functions, and reproduces much as in reality; and so on.</p><p></p><p>Then, we overlay whatever amount of non-reality required to achieve the game we're looking to play: living gods; magic as a 5th force of physics that can be manipulated by some lifeforms and in rare instances can manipulate itself; non-invention of gunpowder or any other industrial-revolution stuff; fantastic lifeforms; the alternate planes and how they affect the game world, etc.</p><p></p><p>The questions (and for some, problems) arise when we try to explain the non-real overlays in terms relating to reality, as I do with magic above. Should we bother? I say yes, as far as possible, as it adds to internal consistency and by extension to "believability"; here defined as "a situation where things make enough sense to the players in and out of character such that they do not find themselves asking on a meta-game level how and why something works the way it does".</p><p></p><p>Lan-"nothing's really real"-efan</p></blockquote><p></p>
[QUOTE="Lanefan, post: 4739192, member: 29398"] Some semblance of realism-mirroring is necessary (in, as others have mentioned, a non-genre system) if only so as not to have to design one's game-world physics, chemistry, and biology from the Big Bang on down in order to explain how things work as they do. So, we assume basics such as gravity; moons orbiting planets orbiting stars etc.; that solids and liquids and gases generally behave as they do in reality; that water freezes at 0 (32) and boils at 100 (212); that life exists, functions, and reproduces much as in reality; and so on. Then, we overlay whatever amount of non-reality required to achieve the game we're looking to play: living gods; magic as a 5th force of physics that can be manipulated by some lifeforms and in rare instances can manipulate itself; non-invention of gunpowder or any other industrial-revolution stuff; fantastic lifeforms; the alternate planes and how they affect the game world, etc. The questions (and for some, problems) arise when we try to explain the non-real overlays in terms relating to reality, as I do with magic above. Should we bother? I say yes, as far as possible, as it adds to internal consistency and by extension to "believability"; here defined as "a situation where things make enough sense to the players in and out of character such that they do not find themselves asking on a meta-game level how and why something works the way it does". Lan-"nothing's really real"-efan [/QUOTE]
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If it's not real then why call for "realism"?
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