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If it's not real then why call for "realism"?
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<blockquote data-quote="Mustrum_Ridcully" data-source="post: 4739760" data-attributes="member: 710"><p>Realism, Consistency, Verisimilitude what they actually mean to someone seems to depend on the individual. </p><p></p><p>The real important thing of "consistency" to me seems to be that the player can make predictions on what happens, and if something happens, he would have the ability to figure out what happened.</p><p></p><p>And this can apply both to mechanics as it can apply to the "game world". </p><p></p><p>Spend an Action Point grants you an extra action. It does so consistently. </p><p>If that changed, the rules are either inconsistent, or you can figure out there is another rule at work you weren't aware before. But there is still a rule that describes this different outcome happening. (Maybe you took a feat to get a different ability, or it is a property of a monster/ally/environment).</p><p></p><p>If you do a favor for the Mayor, he will be thankful. If you meet him again, you expect him to still be thankful and have a positive attitude towards you.</p><p>If you later come back and he is not thankful, a consistent world means that that something changed his attitude. Maybe you figure out he is dominated, or someone claimed you had attacked his son unprovoked, or something like that. You can investigate and figure out what was different.</p><p></p><p></p><p>Lava being deadly or not being deadly is a question of realism. But it's not inconsistent if the lava is not deadly and you can fight in its vicinity It would become inconsistent if it suddenly turned deadly - unless other rules describe why it is so deadly now.</p><p></p><p></p><p>Verisimilitude seems to be about whether you can accept the world as it is described or you can't. The less closer the game world or its rule system seems to the real world, the less verisimilitude it has. </p><p>Maybe you just can't believe that the Mayor could get angry at you after all you did, and figuring out it was just some advisor's lie turning him against you doesn't feel right to you.</p><p>Maybe you find it perfectly acceptable that fighting over a pool of lava is okay. You might acknowledge it's probably harmful/deadly in the real world, but you can accept it because it makes an awesome scene.</p><p></p><p>It doesn't seem clear to me where anyones need for verisimilitude is "broken". It depends a lot on what preconceived notions you have about the game and what you find important elements and what not. </p><p>Sometimes it might be cruicial to "break" verisimilitude. If you want a action-laden game system, you really don't want a "realistic" rendition of injuries, wounds and infections.</p></blockquote><p></p>
[QUOTE="Mustrum_Ridcully, post: 4739760, member: 710"] Realism, Consistency, Verisimilitude what they actually mean to someone seems to depend on the individual. The real important thing of "consistency" to me seems to be that the player can make predictions on what happens, and if something happens, he would have the ability to figure out what happened. And this can apply both to mechanics as it can apply to the "game world". Spend an Action Point grants you an extra action. It does so consistently. If that changed, the rules are either inconsistent, or you can figure out there is another rule at work you weren't aware before. But there is still a rule that describes this different outcome happening. (Maybe you took a feat to get a different ability, or it is a property of a monster/ally/environment). If you do a favor for the Mayor, he will be thankful. If you meet him again, you expect him to still be thankful and have a positive attitude towards you. If you later come back and he is not thankful, a consistent world means that that something changed his attitude. Maybe you figure out he is dominated, or someone claimed you had attacked his son unprovoked, or something like that. You can investigate and figure out what was different. Lava being deadly or not being deadly is a question of realism. But it's not inconsistent if the lava is not deadly and you can fight in its vicinity It would become inconsistent if it suddenly turned deadly - unless other rules describe why it is so deadly now. Verisimilitude seems to be about whether you can accept the world as it is described or you can't. The less closer the game world or its rule system seems to the real world, the less verisimilitude it has. Maybe you just can't believe that the Mayor could get angry at you after all you did, and figuring out it was just some advisor's lie turning him against you doesn't feel right to you. Maybe you find it perfectly acceptable that fighting over a pool of lava is okay. You might acknowledge it's probably harmful/deadly in the real world, but you can accept it because it makes an awesome scene. It doesn't seem clear to me where anyones need for verisimilitude is "broken". It depends a lot on what preconceived notions you have about the game and what you find important elements and what not. Sometimes it might be cruicial to "break" verisimilitude. If you want a action-laden game system, you really don't want a "realistic" rendition of injuries, wounds and infections. [/QUOTE]
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