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If it's not real then why call for "realism"?
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<blockquote data-quote="fanboy2000" data-source="post: 4742920" data-attributes="member: 19998"><p><strong>Robert Anton Wilson is a god</strong></p><p></p><p>I agree with you. The peculiarities of comic books are well known by their fans. I suspect that this is part of their charm, but no one in the comic book community wants to admit it. </p><p></p><p>That said, inconsistencies are not limited to juvenile literature and soaps. But you don't have to take my word for it...</p><p></p><p>Going back to realism, I think a big part of the debate that is often missing is consensus. For a DM, realism is simply a matter what the players let him or her get away with. For a game designer, realism is a simply a matter of what his or her audience will let the designer get away with. </p><p></p><p>As a DM it's important to enforce the rule that happiness is mandatory. Voluntary compliance makes the rule easy to enforce so I make sure that my players think they are getting an acceptable amount of realism. A game designer would be well advised to take his or her audience into account when deciding on the amount of realism to include.</p><p></p><p>* first published in <em>Fantasy and Science Fiction</em> January/February 1955 and re-published in <em>The Night is Large: Collected Essays 1938-1995</em></p></blockquote><p></p>
[QUOTE="fanboy2000, post: 4742920, member: 19998"] [b]Robert Anton Wilson is a god[/b] I agree with you. The peculiarities of comic books are well known by their fans. I suspect that this is part of their charm, but no one in the comic book community wants to admit it. That said, inconsistencies are not limited to juvenile literature and soaps. But you don't have to take my word for it... Going back to realism, I think a big part of the debate that is often missing is consensus. For a DM, realism is simply a matter what the players let him or her get away with. For a game designer, realism is a simply a matter of what his or her audience will let the designer get away with. As a DM it's important to enforce the rule that happiness is mandatory. Voluntary compliance makes the rule easy to enforce so I make sure that my players think they are getting an acceptable amount of realism. A game designer would be well advised to take his or her audience into account when deciding on the amount of realism to include. * first published in [i]Fantasy and Science Fiction[/i] January/February 1955 and re-published in [i]The Night is Large: Collected Essays 1938-1995[/i] [/QUOTE]
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