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Legends and Lore - Nod To Realism
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<blockquote data-quote="LurkAway" data-source="post: 5763247" data-attributes="member: 6685059"><p>Alright, forget the survey, I'll try again...</p><p></p><p>With an ultra-light Page 42+ ruleset alone, nodding to "realism" is a tricky beast, because there's almost no reference points for a common "realistic" baseline for the group. It's as challenging as acting in front of a blue screen.</p><p></p><p>With a very crunchy simulationist ruleset (or crunchy modular/optional rules over the ultra-light core ruleset), the rules themselves can act as reference points for what is "realistic". Those reference points, however, can be imperfect or mismatched like with fireballs that don't do collateral damage or jumping off 100" cliffs and surviving.</p><p></p><p>Alternatively, with an ultra-light Page 42+ ruleset combined with a comprehensive default campaign setting, then you can instead nod to "realism" by referencing the in-game/fictional "rules". For example, if you combine Page 42 with a Star Wars setting, then you don't need rules to tell that you light sabres and wookies are "realistic" for that campaign.</p><p></p><p>I find that with D&D, the rules are a major way to determine what is "realistic", instead of referencing the fluff to learn what is "realistic". Probably because D&D fluff (in novels or supplements) isn't quite cohesive or reliable or dependable enough to understand what is "realistic" for PC behavior and world building.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5763247, member: 6685059"] Alright, forget the survey, I'll try again... With an ultra-light Page 42+ ruleset alone, nodding to "realism" is a tricky beast, because there's almost no reference points for a common "realistic" baseline for the group. It's as challenging as acting in front of a blue screen. With a very crunchy simulationist ruleset (or crunchy modular/optional rules over the ultra-light core ruleset), the rules themselves can act as reference points for what is "realistic". Those reference points, however, can be imperfect or mismatched like with fireballs that don't do collateral damage or jumping off 100" cliffs and surviving. Alternatively, with an ultra-light Page 42+ ruleset combined with a comprehensive default campaign setting, then you can instead nod to "realism" by referencing the in-game/fictional "rules". For example, if you combine Page 42 with a Star Wars setting, then you don't need rules to tell that you light sabres and wookies are "realistic" for that campaign. I find that with D&D, the rules are a major way to determine what is "realistic", instead of referencing the fluff to learn what is "realistic". Probably because D&D fluff (in novels or supplements) isn't quite cohesive or reliable or dependable enough to understand what is "realistic" for PC behavior and world building. [/QUOTE]
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