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General Tabletop Discussion
*TTRPGs General
Justifying high level 'guards', 'pirates', 'soldiers', 'assassins', etc.
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<blockquote data-quote="Snoweel" data-source="post: 4486815" data-attributes="member: 4453"><p>But from a story point of view this is stupid regardless of mechanics. The town guard <strong>wouldn't</strong> think that the characters could beat the ogre if they just beat them up.</p><p></p><p>If you're going to criticise the narrativist point of view, you can't come from your own. Applying your logic to somebody else's paradigm will never make sense.</p><p></p><p></p><p></p><p>And by this logic, if Chelsea beats Arsenal by 2, and Arsenal beats Manchester United by 2, then Chelsea will beat Man U by 4? It's bull**** mate. We all have our good days and bad days as, I assume, do dragons and drow.</p><p></p><p>Mechanical relativism is an attempt to hide the predictability inherent in an absolutist interpretation of the levelling system.</p><p></p><p></p><p></p><p></p><p>Why do they need to be any level? Why can't they just be city guards?</p><p></p><p></p><p></p><p>Why did you feel the need to tell them that? The rules state that levels 1-10 are merely 'heroic'. Why is level 6 "really heroic"? Especially when, at that level, the PCs still have 80% of their potential to fulfill?</p><p></p><p></p><p></p><p>Or, god forbid, defaulting on your "contract".</p><p></p><p></p><p></p><p></p><p>I think your analogy is a bit off.</p><p></p><p>Basing their actions on "world mechanics" is absolutely gamist. It encourages metagame thinking.</p><p></p><p>But you're right - players basing their actions on the knowledge that they are in a 'story' encourages a narrativist type of game, but it is the type of game I'm happy to play.</p><p></p><p>It's true that either can be seen as a fault, depending on your preference, but it is false to say that one is more like "living in a world" than the other.</p></blockquote><p></p>
[QUOTE="Snoweel, post: 4486815, member: 4453"] But from a story point of view this is stupid regardless of mechanics. The town guard [b]wouldn't[/b] think that the characters could beat the ogre if they just beat them up. If you're going to criticise the narrativist point of view, you can't come from your own. Applying your logic to somebody else's paradigm will never make sense. And by this logic, if Chelsea beats Arsenal by 2, and Arsenal beats Manchester United by 2, then Chelsea will beat Man U by 4? It's bull**** mate. We all have our good days and bad days as, I assume, do dragons and drow. Mechanical relativism is an attempt to hide the predictability inherent in an absolutist interpretation of the levelling system. Why do they need to be any level? Why can't they just be city guards? Why did you feel the need to tell them that? The rules state that levels 1-10 are merely 'heroic'. Why is level 6 "really heroic"? Especially when, at that level, the PCs still have 80% of their potential to fulfill? Or, god forbid, defaulting on your "contract". I think your analogy is a bit off. Basing their actions on "world mechanics" is absolutely gamist. It encourages metagame thinking. But you're right - players basing their actions on the knowledge that they are in a 'story' encourages a narrativist type of game, but it is the type of game I'm happy to play. It's true that either can be seen as a fault, depending on your preference, but it is false to say that one is more like "living in a world" than the other. [/QUOTE]
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