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Is this fair? -- your personal opinion
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<blockquote data-quote="Ourph" data-source="post: 3031295" data-attributes="member: 20239"><p>You're right, there's SUCH a big difference between those two things. Thanks so much for correcting me.</p><p> </p><p></p><p></p><p>My worlds are perfectly consistent. The fact that there are areas where the rules of normal existence don't apply doesn't change that. In civilized human lands you dont' have to wonder if every door is trapped or whether there might be a monster behind it. In a dungeon environment you do (and the characters know where those environments are to be found and what sets them apart from the "normal" world). </p><p></p><p></p><p></p><p>So the environment they find themselves in never alters the rules your PCs operate under? Is it silly for characters to operate under the restriction that chopping down trees in a forest protected by treants is dangerous (whereas it's perfectly safe in other regions) or is it part of the "internal consistency" you believe is important? There is no difference between the above and having dungeon environments follow their own logic. They are a different environment, therefore they operate under a different set of rules.</p><p></p><p></p><p></p><p>When did the RPG gods hand down that rule? <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f600.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":D" title="Big grin :D" data-smilie="8"data-shortname=":D" /> </p><p></p><p>My experience leads me to believe that players alter the way they play their characters depending on the environment they find themselves in all the time. To do otherwise wouldn't make any sense at all. Not only is altering your tactics to fit the opponent you are facing an important part of skillful play it's part of what keeps the game from being repetitive and mundane.</p><p></p><p>A PC who lives in a world where trapped levers are non-existant in merchant's houses and knights castles but are a real danger in ancient ruins and dungeons is only reacting to the facts of the fantasy milieu if he's more suspicious and careful in the latter than the former. And the fact that those two environments are different in no way makes the world inconsistent or silly.</p><p></p><p>A world in which you're just as likely to find a gelatinous cube behind the door to the cellar of an inn as you are in an abandoned ruin seems completely silly to me.</p></blockquote><p></p>
[QUOTE="Ourph, post: 3031295, member: 20239"] You're right, there's SUCH a big difference between those two things. Thanks so much for correcting me. My worlds are perfectly consistent. The fact that there are areas where the rules of normal existence don't apply doesn't change that. In civilized human lands you dont' have to wonder if every door is trapped or whether there might be a monster behind it. In a dungeon environment you do (and the characters know where those environments are to be found and what sets them apart from the "normal" world). So the environment they find themselves in never alters the rules your PCs operate under? Is it silly for characters to operate under the restriction that chopping down trees in a forest protected by treants is dangerous (whereas it's perfectly safe in other regions) or is it part of the "internal consistency" you believe is important? There is no difference between the above and having dungeon environments follow their own logic. They are a different environment, therefore they operate under a different set of rules. When did the RPG gods hand down that rule? :D My experience leads me to believe that players alter the way they play their characters depending on the environment they find themselves in all the time. To do otherwise wouldn't make any sense at all. Not only is altering your tactics to fit the opponent you are facing an important part of skillful play it's part of what keeps the game from being repetitive and mundane. A PC who lives in a world where trapped levers are non-existant in merchant's houses and knights castles but are a real danger in ancient ruins and dungeons is only reacting to the facts of the fantasy milieu if he's more suspicious and careful in the latter than the former. And the fact that those two environments are different in no way makes the world inconsistent or silly. A world in which you're just as likely to find a gelatinous cube behind the door to the cellar of an inn as you are in an abandoned ruin seems completely silly to me. [/QUOTE]
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