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General Tabletop Discussion
*TTRPGs General
Legends and Lore - Nod To Realism
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<blockquote data-quote="ashockney" data-source="post: 5757793" data-attributes="member: 1363"><p>Nod to realism thoughts:</p><p></p><p>I'd also like to add the discussion a thought about "tier of play" and "style of world". </p><p></p><p>For example, heroic should ABSOLUTELY feel more difficult and gritty than Epic per se. It's difficult to cross-over realism to "god-battling" and "world-ending" epics every time you sit down to roll dice. </p><p></p><p>The style of play should also define this. When you're going for anime/manga style - smash the guy into the side of a mountain, or superhero style - Xmen/Avengers/JLA, a sense of realism will more often get in the way of the storytelling. If you want an austere retelling of a challenging adventure (think LoTR movies, recent James Bond reboot, and the new Mission Impossible reboot) there is certainly WIN in that type of story and campaign, but it's a different kind of challenge.</p><p></p><p>As I reflect on these thoughts, I'd prefer to see the "nod to realism" played out in the form of FATE aspects more than in a HUGE subset of rules for every occasion and combination. Can't you create an infrastructure of aspects tied to locations, villains, personalities, and equipment that can be triggered to enhance the game storytelling by the DM? This would EMPOWER the DM to INTERACT with the story, while also not requiring an if/then for EVERY possible scenario. You can scale the aspects to your group's liking based upon the kind of story you're trying to tell. For example, will the challenge (limited resource aspect) in ACT 2 of the scenario be rations or magical flight?</p></blockquote><p></p>
[QUOTE="ashockney, post: 5757793, member: 1363"] Nod to realism thoughts: I'd also like to add the discussion a thought about "tier of play" and "style of world". For example, heroic should ABSOLUTELY feel more difficult and gritty than Epic per se. It's difficult to cross-over realism to "god-battling" and "world-ending" epics every time you sit down to roll dice. The style of play should also define this. When you're going for anime/manga style - smash the guy into the side of a mountain, or superhero style - Xmen/Avengers/JLA, a sense of realism will more often get in the way of the storytelling. If you want an austere retelling of a challenging adventure (think LoTR movies, recent James Bond reboot, and the new Mission Impossible reboot) there is certainly WIN in that type of story and campaign, but it's a different kind of challenge. As I reflect on these thoughts, I'd prefer to see the "nod to realism" played out in the form of FATE aspects more than in a HUGE subset of rules for every occasion and combination. Can't you create an infrastructure of aspects tied to locations, villains, personalities, and equipment that can be triggered to enhance the game storytelling by the DM? This would EMPOWER the DM to INTERACT with the story, while also not requiring an if/then for EVERY possible scenario. You can scale the aspects to your group's liking based upon the kind of story you're trying to tell. For example, will the challenge (limited resource aspect) in ACT 2 of the scenario be rations or magical flight? [/QUOTE]
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