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<blockquote data-quote="Korgoth" data-source="post: 4221909" data-attributes="member: 49613"><p>I think one thing that may be getting left behind in this discussion is this: players of the game are often called upon to make a choice in order to solve a problem (that's kind of what games are). What resources do players have to call upon in order to try to make a good choice? They have 2 things:</p><p></p><p>1) Stuff they know about the real world. If you deny this, you don't know what you're talking about. Any role playing game is replete with such expectations. When they need to get into a room, most players will trying using that thing called a "door" at some point. Why? Because that's a bit of real world knowledge they're expected to apply. Likewise, they don't have their characters jump into lava or try to ask directions from stray dogs. Because they know from the real world that, all other things being equal, those things don't do you any good.</p><p></p><p>2) Those things which are explicit or implied within the rules. If hitting a werewolf with a non-magical mace doesn't hurt it, a frying pan probably won't work either. You know how one things works in the rules, and from that you infer whether something else will or won't work.</p><p></p><p>So demands for consistency aren't merely aesthetic demands, which is how some folks seem to be treating them. A demand for consistency is a demand for a playable game.</p></blockquote><p></p>
[QUOTE="Korgoth, post: 4221909, member: 49613"] I think one thing that may be getting left behind in this discussion is this: players of the game are often called upon to make a choice in order to solve a problem (that's kind of what games are). What resources do players have to call upon in order to try to make a good choice? They have 2 things: 1) Stuff they know about the real world. If you deny this, you don't know what you're talking about. Any role playing game is replete with such expectations. When they need to get into a room, most players will trying using that thing called a "door" at some point. Why? Because that's a bit of real world knowledge they're expected to apply. Likewise, they don't have their characters jump into lava or try to ask directions from stray dogs. Because they know from the real world that, all other things being equal, those things don't do you any good. 2) Those things which are explicit or implied within the rules. If hitting a werewolf with a non-magical mace doesn't hurt it, a frying pan probably won't work either. You know how one things works in the rules, and from that you infer whether something else will or won't work. So demands for consistency aren't merely aesthetic demands, which is how some folks seem to be treating them. A demand for consistency is a demand for a playable game. [/QUOTE]
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