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Legends and Lore - Nod To Realism
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<blockquote data-quote="El Mahdi" data-source="post: 5763345" data-attributes="member: 59506"><p>I don't entirely agree with this. A can and do understand the dangers of making a game system that attempts to be as realistic as possible right from the start. I think that can also nullify attempts at incorporating a "complexity dial" (I think it would, by definition, be quite complicated right from the start).</p><p> </p><p>But completely ignoring realism in the base system, and leaving it entirely up to setting or groups I think is a mistake. I find that it's much easier to "ignore" realism in favor of gamist or narrativist play, than it is to try and add realism back in later. I think it leaves setting authors/designers, DM's and groups in a situation having to almost "re-write" the rules chasis in order to even nod to realism, let alone go full out simulationist.</p><p> </p><p>I think in order to pull off a system with variable style focus and complexity, the starting rules have to have a nod to all styles in it's chasis.</p><p> </p><p><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></blockquote><p></p>
[QUOTE="El Mahdi, post: 5763345, member: 59506"] I don't entirely agree with this. A can and do understand the dangers of making a game system that attempts to be as realistic as possible right from the start. I think that can also nullify attempts at incorporating a "complexity dial" (I think it would, by definition, be quite complicated right from the start). But completely ignoring realism in the base system, and leaving it entirely up to setting or groups I think is a mistake. I find that it's much easier to "ignore" realism in favor of gamist or narrativist play, than it is to try and add realism back in later. I think it leaves setting authors/designers, DM's and groups in a situation having to almost "re-write" the rules chasis in order to even nod to realism, let alone go full out simulationist. I think in order to pull off a system with variable style focus and complexity, the starting rules have to have a nod to all styles in it's chasis. :) [/QUOTE]
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