Justifying high level 'guards', 'pirates', 'soldiers', 'assassins', etc.

Clearly we have different definitions of 'cinematic'.

The definition I use, which I took from Steve Jackson's GURPS, equates to "following dramatic conventions". As Celebrim said above, you could use the term 'dramatic', except I believe 'dramatic' is clearly-enough defined to refer to the quality of tension in a given moment.

Therefore, 'cinematic' as I see it refers to the nature of the stories that play out from sessions of gaming.

In 4e this is driven by the game mechanics, in fact the very game mechanics that many of you say break verisimilitude - encounter and daily powers, PC-centric conflict resolution, etc.

I therefore don't equate 'immersive' with 'cinematic' though neither do I believe them to be inversely related.
 

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Well, that helps somewhat, but unless you then elaborate on what you mean by "dramatic conventions", I am still at a loss.

Unless you are referring to the three-act structure, which is more difficult to perform in a sandbox setting than not? Your comments earlier suggest that you are perhaps thinking of the protagonist's relative plot immunity as well?


RC
 

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