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Legends and Lore - Nod To Realism
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<blockquote data-quote="LurkAway" data-source="post: 5763664" data-attributes="member: 6685059"><p>I could have the same problem if the system is dumping the work of making something "realistic" on the game group, and then when I define what I might find realistic and have the narrative control to alter the story accordingly, I could completely turn off any player who disagrees with my view of "realism".</p><p></p><p>So if the problem has to do with individual disagreements over "realism", then why is each group assumed to be capable and willing to easily deal with the ongoing conflict resolution? At least with a published product, everyone can know what to expect from the system or setting before the session. I don't see why overall one way must be worse or better than the other.</p><p></p><p>This may be sound bad, but theoretically/ideally, I'd like to trust a great professional author (for setting-oriented reference points) or a great professional designer (for rules-oriented reference points) more than Bob who never thinks about D&D until the session or Joe who spends hours determining how quickly Gollum sinks depending on viscosity of lava or Jane who wants to jump off 100' cliffs just because. And God forbid if I was in the same group as an another Enworld user with an equally opinionated but opposite playstyle <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>Or to put it another way, I can act in front of a blue screen if left to my own imagination. However, if I have to co-act in front of a blue screen with multiple strangers and no script, I think everyone would pause frequently to inquire, argue and resync. However, if the blue screen is replaced with a scene-specific background, I think that will more likely unite everyone (at least compared to a blue screen).</p><p></p><p>For that reason, I have staked my position that a ultra-light ruleset is best with a comprehensive campaign setting to most easily achieve cohesive nods to realism. If you don't care about nods for realism or the group happens to agree on mostly everything, it doesn't matter.</p></blockquote><p></p>
[QUOTE="LurkAway, post: 5763664, member: 6685059"] I could have the same problem if the system is dumping the work of making something "realistic" on the game group, and then when I define what I might find realistic and have the narrative control to alter the story accordingly, I could completely turn off any player who disagrees with my view of "realism". So if the problem has to do with individual disagreements over "realism", then why is each group assumed to be capable and willing to easily deal with the ongoing conflict resolution? At least with a published product, everyone can know what to expect from the system or setting before the session. I don't see why overall one way must be worse or better than the other. This may be sound bad, but theoretically/ideally, I'd like to trust a great professional author (for setting-oriented reference points) or a great professional designer (for rules-oriented reference points) more than Bob who never thinks about D&D until the session or Joe who spends hours determining how quickly Gollum sinks depending on viscosity of lava or Jane who wants to jump off 100' cliffs just because. And God forbid if I was in the same group as an another Enworld user with an equally opinionated but opposite playstyle :) Or to put it another way, I can act in front of a blue screen if left to my own imagination. However, if I have to co-act in front of a blue screen with multiple strangers and no script, I think everyone would pause frequently to inquire, argue and resync. However, if the blue screen is replaced with a scene-specific background, I think that will more likely unite everyone (at least compared to a blue screen). For that reason, I have staked my position that a ultra-light ruleset is best with a comprehensive campaign setting to most easily achieve cohesive nods to realism. If you don't care about nods for realism or the group happens to agree on mostly everything, it doesn't matter. [/QUOTE]
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