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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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<blockquote data-quote="Iosue" data-source="post: 6343106" data-attributes="member: 6680772"><p>Then the thing to do is address those edition warring posts when they happen, not denigrate Daztur's original post, as Tony did.</p><p></p><p></p><p></p><p>I'm not quite following how the rest of this paragraph follows from the first sentence.</p><p></p><p></p><p></p><p>I believe this is a fallacy. Let us look at maternal mortality in childbirth. Here in Japan, the maternal mortality rate is 6 per 100,000 live births. One might look at this number and say, "Childbirth isn't very hard or dangerous." But in actuality, within the lifetime of some elderly people, and indeed in other parts of the world, childbirth is the number one cause of death for women. It is <em>extremely</em> dangerous. This inherent danger is not absent in Japan, it is only mitigated through a very large number of interventions that must be followed for each pregnancy. Emerikol's players mitigate the lethality of his campaign through constant interventions, but that doesn't remove the danger itself. Mitigating that danger is in fact the very game itself.</p><p></p><p>Or to put it another way, someone who has played Contra enough to beat it without the Konami code can make the game look very easy. To them, in fact, it may <em>be</em> easy. That doesn't change its inherent difficulty.</p><p></p><p>Now, mitigating the difficulty of Emerikol's game may rely on DM-negotiation and/or in-game actions that follow conventions particular to his table, but I submit that's somewhat orthogonal to the issue of difficulty.</p></blockquote><p></p>
[QUOTE="Iosue, post: 6343106, member: 6680772"] Then the thing to do is address those edition warring posts when they happen, not denigrate Daztur's original post, as Tony did. I'm not quite following how the rest of this paragraph follows from the first sentence. I believe this is a fallacy. Let us look at maternal mortality in childbirth. Here in Japan, the maternal mortality rate is 6 per 100,000 live births. One might look at this number and say, "Childbirth isn't very hard or dangerous." But in actuality, within the lifetime of some elderly people, and indeed in other parts of the world, childbirth is the number one cause of death for women. It is [i]extremely[/i] dangerous. This inherent danger is not absent in Japan, it is only mitigated through a very large number of interventions that must be followed for each pregnancy. Emerikol's players mitigate the lethality of his campaign through constant interventions, but that doesn't remove the danger itself. Mitigating that danger is in fact the very game itself. Or to put it another way, someone who has played Contra enough to beat it without the Konami code can make the game look very easy. To them, in fact, it may [i]be[/i] easy. That doesn't change its inherent difficulty. Now, mitigating the difficulty of Emerikol's game may rely on DM-negotiation and/or in-game actions that follow conventions particular to his table, but I submit that's somewhat orthogonal to the issue of difficulty. [/QUOTE]
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Interesting Decisions vs Wish Fulfillment (from Pulsipher)
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