Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Dungeons & Dragons
Legend Lore says 'story not rules' (3/4)
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Balesir" data-source="post: 6097163" data-attributes="member: 27160"><p>I don't perceive this as what [MENTION=85555]Bedrockgames[/MENTION] has been saying, but I do think this is an interesting topic.</p><p></p><p>Personally, I find that 'realistic' games (which I think split two or more ways - more below) are actually less easy to immerse in because they only really work well when played collaboratively as regards the rules. Basically, you either need a GM who is better informed about every aspect of the topics that will be interacted with in play than you are, or you need to collaborate to make sure that the rulings selected represent "reality" to the best of everyone present's knowledge. This second one is essentially what we do when playing Hârn - it can be great fun as well as fascinating and educational <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>To play "immersed" I find it actually easier to have clear rules that define the game world, so that I don't have to worry my little head about how "unreal" it all is.</p><p></p><p>Getting back to "realism", though, I think this comes in (at least) two "flavours". Type I realism (as I'll call it) asks for each rule in the game to reflect something identifiable and plausible. Freeform or "light" types of rules suit this demand best, generally, since opinions on what is "unrealistic" are so heterogeneous; having fewer rules just means there is less to object to! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p><p></p><p>Type II realism, on the other hand, isn't bothered about what each rules element is meant to represent; as long as the outcome feels unforced and satisfying, it's less important what abstractions and approximations were used to get there. I think HârnMaster does this extremely well. The rules are certainly noy "light" and in many places they are somewhat abstracted, but they get results/outcomes that feel "natural". They tend to be a lot less decisive and produce much more "messy" outcomes than most RPGs - and for a certain type of "explorative" game, I like that a lot. And yet you roll randomly for hit location in combat, and craft skills all use the same basic scale of competence... It's subtle, but it's actually a different aesthetic in play in the two "Types" of "realism".</p></blockquote><p></p>
[QUOTE="Balesir, post: 6097163, member: 27160"] I don't perceive this as what [MENTION=85555]Bedrockgames[/MENTION] has been saying, but I do think this is an interesting topic. Personally, I find that 'realistic' games (which I think split two or more ways - more below) are actually less easy to immerse in because they only really work well when played collaboratively as regards the rules. Basically, you either need a GM who is better informed about every aspect of the topics that will be interacted with in play than you are, or you need to collaborate to make sure that the rulings selected represent "reality" to the best of everyone present's knowledge. This second one is essentially what we do when playing Hârn - it can be great fun as well as fascinating and educational :) To play "immersed" I find it actually easier to have clear rules that define the game world, so that I don't have to worry my little head about how "unreal" it all is. Getting back to "realism", though, I think this comes in (at least) two "flavours". Type I realism (as I'll call it) asks for each rule in the game to reflect something identifiable and plausible. Freeform or "light" types of rules suit this demand best, generally, since opinions on what is "unrealistic" are so heterogeneous; having fewer rules just means there is less to object to! ;) Type II realism, on the other hand, isn't bothered about what each rules element is meant to represent; as long as the outcome feels unforced and satisfying, it's less important what abstractions and approximations were used to get there. I think HârnMaster does this extremely well. The rules are certainly noy "light" and in many places they are somewhat abstracted, but they get results/outcomes that feel "natural". They tend to be a lot less decisive and produce much more "messy" outcomes than most RPGs - and for a certain type of "explorative" game, I like that a lot. And yet you roll randomly for hit location in combat, and craft skills all use the same basic scale of competence... It's subtle, but it's actually a different aesthetic in play in the two "Types" of "realism". [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
Legend Lore says 'story not rules' (3/4)
Top