Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions, OSR, & D&D Variants
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Upgrade your account to a Community Supporter account and remove most of the site ads.
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minion Fist Fights
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Majoru Oakheart" data-source="post: 4221954" data-attributes="member: 5143"><p>True. However, there will always be exceptions that work differently in the game world than the real world. A lot of things CAN be assumed as working the same way as in real life. I'm certainly not going to assume that there is a company called Pepsi in the game world simply because it is in real life. Generally people only use this for basic things rather than complicated things. The economy is unlikely to work the same way as it does it real life either.</p><p></p><p>Still, I agree this needs to happen for a game to work.</p><p></p><p></p><p>True. I think this is where the disconnect comes in. I expect that if I am using a set of rules that says "Here's what the chance of a player hitting a monster is." I don't assume that it is the same chance all creatures everywhere have of hitting all other creatures in all circumstance. It is simply one rule that applies in one circumstance.</p><p></p><p>When a rule doesn't cover something, I default back to rule number 1 or use rule number 3 that you missed:</p><p></p><p>3) Those things which are explicit or implied by the campaign setting. If you know the average city has only 300 people in it, then villages would have to be smaller than that. If there is an oracle who can tell the future I'm going to assume that such a power exists in some people even if it isn't in the rules.</p><p></p><p></p><p>I think consistency is good in some ways. Doors should continue to be opened by turning the door handle through the whole game. Walking through walls shouldn't suddenly become possible without a reason.</p><p></p><p>I think applying consistency to a rule that shouldn't be consistent is a bad idea. If a particular rule works perfectly well when you apply it in a group of players who are fighting some monsters then good. If that same rule causes oddities when you use it for NPCs against NPCs then you use a different rule in that case. Especially when in 99% of all cases, the players aren't going to care if you followed the rules exactly when it doesn't involve them.</p><p></p><p>I think players are looking for as much consistency as they see in real life. Which means they get a LOT in some areas(the laws of physics), and not so much in other areas(the "better" fighter losing in a boxing match, the worst candidate getting the job, one person being able to understand something easily while another has problems, and so on). They expect a certain level of "things don't work exactly the same for everyone."</p></blockquote><p></p>
[QUOTE="Majoru Oakheart, post: 4221954, member: 5143"] True. However, there will always be exceptions that work differently in the game world than the real world. A lot of things CAN be assumed as working the same way as in real life. I'm certainly not going to assume that there is a company called Pepsi in the game world simply because it is in real life. Generally people only use this for basic things rather than complicated things. The economy is unlikely to work the same way as it does it real life either. Still, I agree this needs to happen for a game to work. True. I think this is where the disconnect comes in. I expect that if I am using a set of rules that says "Here's what the chance of a player hitting a monster is." I don't assume that it is the same chance all creatures everywhere have of hitting all other creatures in all circumstance. It is simply one rule that applies in one circumstance. When a rule doesn't cover something, I default back to rule number 1 or use rule number 3 that you missed: 3) Those things which are explicit or implied by the campaign setting. If you know the average city has only 300 people in it, then villages would have to be smaller than that. If there is an oracle who can tell the future I'm going to assume that such a power exists in some people even if it isn't in the rules. I think consistency is good in some ways. Doors should continue to be opened by turning the door handle through the whole game. Walking through walls shouldn't suddenly become possible without a reason. I think applying consistency to a rule that shouldn't be consistent is a bad idea. If a particular rule works perfectly well when you apply it in a group of players who are fighting some monsters then good. If that same rule causes oddities when you use it for NPCs against NPCs then you use a different rule in that case. Especially when in 99% of all cases, the players aren't going to care if you followed the rules exactly when it doesn't involve them. I think players are looking for as much consistency as they see in real life. Which means they get a LOT in some areas(the laws of physics), and not so much in other areas(the "better" fighter losing in a boxing match, the worst candidate getting the job, one person being able to understand something easily while another has problems, and so on). They expect a certain level of "things don't work exactly the same for everyone." [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Pathfinder & Starfinder
Minion Fist Fights
Top