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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
Jonathan Tweet: Third Edition and Per-Day Spells
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<blockquote data-quote="Gorgon Zee" data-source="post: 7926548" data-attributes="member: 75787"><p>It is both more realistic AND more gamist to send some lackeys to slit their throats in the night. That's an easy question because there's no conflict between realism and fun.</p><p></p><p>A trickier scenario would be this:</p><p><em>If you are trying to clear out a trap-filled tomb, and then right before you enter the final room room you unroll your sleeping bag on his back porch and take a nap, which is more realistic: that you can do so because you've disabled all the traps around you and made the rooms safe, or a wandering monster attacks you having previously been lurking off-stage undetected by anyone?</em></p><p></p><p>You can argue that the trap-filled tomb contains a secret room full of skeletons that you didn't;t notice, and that you locking and blocking the door was not sufficient because these skeletons have once-per-day passing or whatever other rationalization you want, but everyone will know that you're just justifying a gamist need with a simulationist veneer.</p><p></p><p>I'm not arguing that simulation-first is wrong -- just that it needs moderation. Sometimes game-fun decisions take priority. In happy situations where they align, great! But if they don't, then for this particular case (along with a few others like hit points, pass/fail skill results and lack of wounds) I'd argue that you should go with rules that make the game fun, and consider simulation secondary.</p><p></p><p>I'm a narrative-first GM; I'll modify a scenario in-flight to improve the narrative. But just because I like narrative first, doesn't mean I ignore the other aspects. I rarely change the combat rules or outcomes, since people like to have those as solid rules they can depend on. And if the players have a strong feel for how something behaves (like gravity!), I'm not going to override a logical simulation of that for narrative concerns.</p><p></p><p>Sumamrizing; I think this is a situation where even if you are simulation-first, strongly consider not doing so for this case; this subject is one that has perennially plagued games, and it's one that exceptional designers like Rob Heinsoo and Jonathon Tweet have concluded cannot be resolved using a simulationist framework, I'd tend to say that it's one where going with the gamist approach is the better default strategy.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7926548, member: 75787"] It is both more realistic AND more gamist to send some lackeys to slit their throats in the night. That's an easy question because there's no conflict between realism and fun. A trickier scenario would be this: [I]If you are trying to clear out a trap-filled tomb, and then right before you enter the final room room you unroll your sleeping bag on his back porch and take a nap, which is more realistic: that you can do so because you've disabled all the traps around you and made the rooms safe, or a wandering monster attacks you having previously been lurking off-stage undetected by anyone?[/I] You can argue that the trap-filled tomb contains a secret room full of skeletons that you didn't;t notice, and that you locking and blocking the door was not sufficient because these skeletons have once-per-day passing or whatever other rationalization you want, but everyone will know that you're just justifying a gamist need with a simulationist veneer. I'm not arguing that simulation-first is wrong -- just that it needs moderation. Sometimes game-fun decisions take priority. In happy situations where they align, great! But if they don't, then for this particular case (along with a few others like hit points, pass/fail skill results and lack of wounds) I'd argue that you should go with rules that make the game fun, and consider simulation secondary. I'm a narrative-first GM; I'll modify a scenario in-flight to improve the narrative. But just because I like narrative first, doesn't mean I ignore the other aspects. I rarely change the combat rules or outcomes, since people like to have those as solid rules they can depend on. And if the players have a strong feel for how something behaves (like gravity!), I'm not going to override a logical simulation of that for narrative concerns. Sumamrizing; I think this is a situation where even if you are simulation-first, strongly consider not doing so for this case; this subject is one that has perennially plagued games, and it's one that exceptional designers like Rob Heinsoo and Jonathon Tweet have concluded cannot be resolved using a simulationist framework, I'd tend to say that it's one where going with the gamist approach is the better default strategy. [/QUOTE]
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Jonathan Tweet: Third Edition and Per-Day Spells
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