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If it's not real then why call for "realism"?
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<blockquote data-quote="Fallen Seraph" data-source="post: 4739643" data-attributes="member: 57894"><p>I think one aspect of realism that should be addressed is "shifting realism" based on the narrative at the time. This is probably not something some people would like, but I find it has worked quite well for me. I shift my realism depending on what the scene needs.</p><p></p><p>If a scene requires something to go beyond the norms then it does. But if scaling it back suits the mood of another scene it does. This can get confusing yes, but if properly managed by having good atmosphere and understanding between the Player and DM then it can work wonderfully. </p><p></p><p>So to bring in lava, if you want a fight near lava without a magical reason to be alive, the DM pumps up the action and the over-the-top feel of the scene. Make the players feel like, "yeah we can do this". In another where they must evade lava and watch their breathing because of ash pump up a feeling of dread or danger. This requires trust between the player and DM, but if known before hand as the means of the DM then in my experience works.</p><p></p><p>It doesn't feel like there is a disconnect to, or that the consistency has gone either since it is the consistency with the mood, atmosphere and plot that keeps things going not the world element.</p></blockquote><p></p>
[QUOTE="Fallen Seraph, post: 4739643, member: 57894"] I think one aspect of realism that should be addressed is "shifting realism" based on the narrative at the time. This is probably not something some people would like, but I find it has worked quite well for me. I shift my realism depending on what the scene needs. If a scene requires something to go beyond the norms then it does. But if scaling it back suits the mood of another scene it does. This can get confusing yes, but if properly managed by having good atmosphere and understanding between the Player and DM then it can work wonderfully. So to bring in lava, if you want a fight near lava without a magical reason to be alive, the DM pumps up the action and the over-the-top feel of the scene. Make the players feel like, "yeah we can do this". In another where they must evade lava and watch their breathing because of ash pump up a feeling of dread or danger. This requires trust between the player and DM, but if known before hand as the means of the DM then in my experience works. It doesn't feel like there is a disconnect to, or that the consistency has gone either since it is the consistency with the mood, atmosphere and plot that keeps things going not the world element. [/QUOTE]
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