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Jon Peterson: Does System Matter?
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<blockquote data-quote="Emerikol" data-source="post: 8214262" data-attributes="member: 6698278"><p>It's kind of funny I went to look at the poll and saw that I had voted in it already. I voted yes. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":-)" title="Smile :-)" data-smilie="1"data-shortname=":-)" />.</p><p></p><p>As for the first paragraph, if the rules are the physics of the world then the inevitable conclusion is that at least from an observational perspective the people in that world know those rules. I may not know that gravity is the right term but I know if I throw a rock up it will come down. What I was objecting to was the notion that it revolved around the nature of those rules in terms of complexity or math or whatever. That aspect doesn't matter. You could have a super rules lite game where the rules that did exist were known in the world. So it's not a straight line and the whole complex math line was a red herring. And of course when I say "known", I mean the cause and effect nature of them.</p><p></p><p>Perhaps a better example is in order. </p><p>Let's suppose two excellent sword fighters in real life have a 2% chance of wounding the other in any given 10 second exchange.</p><p>Let's suppose in the game the chance is 25%. </p><p></p><p>The people of the world will understand that difference. Not precisely but they will understand that fights are far more swift and deadly than they would be in our world. And I made up that example so don't argue it just change the numbers it doesn't matter. Those numbers are likely different. </p><p></p><p>Another example, when a gargantuan reptilian creature swats you with his tail, in our world you would likely go bouncing across the ground and not get back up. In most versions of D&D, you would get back up and perhaps go slay that dragon with a sword.</p><p></p><p>So the point is games are not reality. Games lay down different ground rules. The world either reflects those ground rules or ignores them entirely and pretends things are like our world despite facts to the contrary in the world. The rules might even only apply to PCs and the rest of the world is more normal (well as normal as possible given magic). </p><p></p><p>A system will matter for people who play a certain style where they see the way things working as the truth of their world. For example, what are surges and what are HD? What are their analogy in the game world. If you think as I do you have to rectify that and for some they do and for others they don't. It still must be rectified. For still others who don't play with rules as physics they have no need to rectify it because it was never the truth of the world to begin with.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8214262, member: 6698278"] It's kind of funny I went to look at the poll and saw that I had voted in it already. I voted yes. :-). As for the first paragraph, if the rules are the physics of the world then the inevitable conclusion is that at least from an observational perspective the people in that world know those rules. I may not know that gravity is the right term but I know if I throw a rock up it will come down. What I was objecting to was the notion that it revolved around the nature of those rules in terms of complexity or math or whatever. That aspect doesn't matter. You could have a super rules lite game where the rules that did exist were known in the world. So it's not a straight line and the whole complex math line was a red herring. And of course when I say "known", I mean the cause and effect nature of them. Perhaps a better example is in order. Let's suppose two excellent sword fighters in real life have a 2% chance of wounding the other in any given 10 second exchange. Let's suppose in the game the chance is 25%. The people of the world will understand that difference. Not precisely but they will understand that fights are far more swift and deadly than they would be in our world. And I made up that example so don't argue it just change the numbers it doesn't matter. Those numbers are likely different. Another example, when a gargantuan reptilian creature swats you with his tail, in our world you would likely go bouncing across the ground and not get back up. In most versions of D&D, you would get back up and perhaps go slay that dragon with a sword. So the point is games are not reality. Games lay down different ground rules. The world either reflects those ground rules or ignores them entirely and pretends things are like our world despite facts to the contrary in the world. The rules might even only apply to PCs and the rest of the world is more normal (well as normal as possible given magic). A system will matter for people who play a certain style where they see the way things working as the truth of their world. For example, what are surges and what are HD? What are their analogy in the game world. If you think as I do you have to rectify that and for some they do and for others they don't. It still must be rectified. For still others who don't play with rules as physics they have no need to rectify it because it was never the truth of the world to begin with. [/QUOTE]
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