D&D 5E Justin Alexander's review of Shattered Obelisk is pretty scathing

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Used as an excuse far too often IMO in all kinds of gaming and fiction in general whenever anyone brings up inconsistencies.
The mantra is true though, with a caveat: if the inconsistencies make a product/game not fun for you, then it is really hard to just relax! No need to force it. Believe me, I get it. I started back with 1e and those adventures generally made no logical sense (at least to me) so I stopped using them almost immediately. I haven't noticed much improvement be any publisher since. I have heard good things about the adventures from the woman who made Shadowdark and have some of them in my "wishlist" but I haven't pulled the trigger yet. I do wonder if I could make them work now that I have mellowed after 30+ years of D&D (maybe not though - old dogs and all that).
 

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From the theme song:

"If you're wondering how he eats and breathes,

And other science facts,

Then repeat to yourself, 'It's just a show,

I should really just relax'."

Used as an excuse far too often IMO in all kinds of gaming and fiction in general whenever anyone brings up inconsistencies.
It's a balancing act. Abstractions are necessary to use a system in order to represent a fictional reality. Expecting all abstractions to be perfectly explained to the smallest detail is a fool's errand. But, conversely, you're right that just using it as an excuse every single time someone brings up concerns is just creative/intellectual laziness.

It is possible for fans to be too persnickety. It is possible for creators to be too lax. There is no single perfect balance point that applies to every possible situation; each situation must be addressed on its own merits, with good judgment. "Some vices miss what is right because they are deficient, others because they are excessive, in feelings or in actions, while Virtue finds and chooses the mean." Aristotle, Nicomachean Ethics, book II. Some demands for "science facts" really are people getting worked up over nothing. Some are perfectly reasonable frustrations because the creators overlooked something or didn't ask a question they should have.
 

Games used to have Designer’s Notes in them (Red Hand of Doom’s were particularly good, IIRC) and if we can have a page on “What is a role playing game” in every Players’ Handbook we can certainly make room for the occasional sidebar.
I love these actually. They even had designers notes NOT in sidebars. The intro to the book, and bits and bobs afterwards, explain their thinking during design. Fantastic stuff and gives the book character if it's done right (which RHoD was).
 

I feel like I've gone through a real arc on that excuse. When I was a kid, I was uptight about stuff that made no sense or wasn't "realistic" (sigh, I was a kid), then I let it go for years and years as I got a bit older, but honestly, all the evidence I saw was that, aside from really wacky fantasy stuff, stories which were lackdaisical or half-arsed about that tended to be worse stories in various ways (often also not taking care with the characters), and often it was just totally unnecessary, so since my late 20s, I'm not mad like I was as a kid, but I do frown at it, because most of it is so trivial to avoid.

I totally appreciate that it's something where perfect is the enemy of good, and where you could spend hundreds of hours trying to identify every little inconsistency and failure at verisimilitude (which is more important than strict realism or "science fact" - internal consistency), but it takes very little time to ensure stuff basically makes sense.

I know there are some people who don't and never will care whether stuff makes sense. That's fine, I'm not one of them, and most of the people I play with aren't either. Just a basic effort to ensure things make basic sense, even if they don't stand up to in-depth analysis, that's all I really want at this point.

As an example, I might offer up the various Stargate series. These were generally very trope-y, not very well-written shows, and I might have just ignored them - but they really had two aces which rendered them watchable - a surprisingly charismatic cast, and a science advisor attached to the productions by the USAF (I think he eventually came to work for them directly). This one dude caused so much stuff in Stargate to make more sense that it palpably increased the quality of the show for me - and yeah you have to accept some fantastic science, like the Stargates themselves - but he helped them keep even the fantastic stuff internally consistent, and the same from week to week (not perfectly but better than 95% of SF). Stargate Universe I'll never forget a couple of the episodes because they actually played with this in the way some murder-mysteries do, by giving all the clues about a situation to the viewer, and allowing the viewer's grasp on actual science to allow them to guess what was really going on before the characters did. That's very rare and very fun as a viewer.

And if you keep things internally consistent and making basic sense in your game, you can give that ability to your players too, and if they're the kind of people who enjoy it (and a lot of players I know are), that's really cool - that's another way you actively the make the game fun and rewarding which layers on top of all the other ways.

(All this said, in SF it can backfire if the writers don't actually know enough science - in that case I say ELIDE THE HELL OUT OF IT - just obfuscate it! Don't try to explain it! We'll work out explanations in our head! That can work too - but it can be overused. I'd put the beloved Becky Chambers in this category, sadly - she could use more elision and less explaining because sometimes she really isn't nailing the science to the point where it's severely distracting - where Mary Robinette Kowal is the opposite, because she consistently nails the science. This last is just an observation re: SF and not generally relevant to D&D.)
I think there is value in the underlying message not to hold science fiction and fantasy media to an impossible standard. But that isn’t a free pass for scifi and fantasy authors to completely disregard internal logic.
 

...I don't put as much merit in this. Some very successful blogs are incredibly vapid or ill informed or just trash. Being as successful blog means almost nothing to me in terms of an appeal to authority.
I mean just look at the New York Times opinion columnists if you want a lot of "incredibly vapid" and "Ill informed" yet people act as if everyone involved is staggering genius - I'm particularly looking at you Ross Douthat! Whenever he talks about the UK he seems to be clinically unable to not just simply make up random nonsense and assert it as fact. Because it's opinion, I guess, the NYT never even seems to offer corrections to said columnists, even when they're simply making up 'facts'.

That said as much as the Alexandrian even makes me go "Steady on old chap!" re: his vitriol, his criticism is generally well-reasoned if often hyperbolically presented.
We used to live in a culture where expert opinions were respected, where scientists were listened to, where critics told us the best movies to go see.
Now, every voice is equal - regardless of how informed they are (or are not).
I honestly feel like, as much as people like to blame social media and YouTube and so on for all this (and they've certainly exacerbated the problem in some ways), I think a lot of the real problem is older than that and has two sources - 24 hour news promoting "expert vs controversial idiot" debates and debasing experts in the process, and the gradual realization, in large part caused by the internet giving people access to more diverse information sources, that a lot of "respected" people - i.e. columnists, reviewers, statesmen, "thinkers", and so on were actually kind of idiots and trading largely on the fact that they'd been given prestigious jobs despite questionable real acumen. And the overspill from that sort of thing sadly helped further lower the stock of actual experts.

This seems relevant too because if you look at reviews of RPG products before the democratization of access, the vast majority of reviews, in places like Dragon, were absolutely appalling in quality and extremely shallow. We didn't have a real expert class of reviewer doing a better job, presumably because the industry was so small, and RPG products often very hard to review accurately. And given how people were typically hired to such roles, "who you know" was often the main factor, so I suspect a calmer version of the Alexandrian (i.e. the same analysis, less rage) wouldn't have been likely to get hired.
 


I think there is value in the underlying message not to hold science fiction and fantasy media to an impossible standard. But that isn’t a free pass for scifi and fantasy authors to completely disregard internal logic.
Indeed, it's just that it's been wildly overused, and often used for situations where it's just ludicrous, where like basic common sense, object permanence, cause-and-effect and so on are what's being asked for. My wife would tell you my personal bugbear is the second law of thermodynamics though! I accidentally got thermodynamics really banged into my head by various sources as a kid including comedic songs like the following:

 

D&D doesn't have to (and in my opinion shouldn't) follow the MST3K mantra. There are plenty of other games that do that.
This is really a matter of play style, each individual table.

Some tables have players that are just along for the ride- they want to roll dice and kill orcs. It wouldn't occur to them to ask "where's the ventilation in this room so the orcs roasting the giant hock don't suffocate on the smoke?" Or "how did the dragon get into this dungeon in the first place?? It's huge!!"
Maybe they'll push the orcs into the fire, maybe they'll kill the dragon, but they won't ask why.

Other tables have players that take notes, that pay attention to details because they (rightly or wrongly depending on the DM) believe that there's a clue in each description, secrets to be puzzled out, and big mysteries that they can solve if they're attentive. Or they just really think about the environment and history of stuff, verisimilitude is an important thing to these players (it is to me as a DM, or at least the illusion that grants it).

Neither of these play styles is wrong, BUT one of them requires an extra line of text for an encounter to "make sense" for them.

"A crack in the ceiling leads to a cavern far up above, and eventually open air." Oh so that's where the smoke goes.

"The dragon came in here centuries ago when it was much smaller, and now is too large to leave- but the inhabitants keep it fat and happy, so it doesn't see any reason to use the Scroll of Polymorph it has tucked away and escape."

It's not wrong to expect this kind of effort to be put into an adventure. It takes nothing away from the "beer and pretzels" casual players.
 
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When you stop seeing it as "an excuse" and recognize it as "a valid perspective you don't happen to share", then you will have perpetrated some wisdom.
The issue is when it's used specifically as an excuse, not just as a perspective. That's what got overused. People use it selectively to excuse certain things - often very stupid things, absolutely the same sort of things they themselves critique in other works, things which as I noted, don't even pass basic common sense or cause-and-effect-type thinking.

Things that are consistently fantastical, like, say, Stephen Universe, it's just annoying if someone critiques them for a gem being unrealistically strong or not conserving momentum properly when punched through a wall or whatever, but even then, the show has internal consistency, internal rules and it relies on those, and if broke those, that would be worth discussing/critiquing.

And there are shows which have really no internal consistency even, and make very little sense, and I'm looking at a couple of famous British TV writers right now, and I do think it's absolutely legitimate to criticise them for that (I will reserve that discussion for the media forum though!).
 

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