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More DMing analysis from Lewis Pulsipher
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<blockquote data-quote="pemerton" data-source="post: 6341607" data-attributes="member: 42582"><p>Agreed.</p><p></p><p>There is a limit on how big the gap can be, though.</p><p></p><p>For instance, if you are going to have ingame causality modelled by the mechanics, then the mechanics have to model processes like the transmission of energy from A to B. This is what Edwards is getting at in his analysis of combat mechanics. And once you have those sorts of processes in your game, a minimum degree of realism is going to assert itself. (Contrast, say, Toon, where you can't have systems that model ingame causation in any literal sense because cartoon worlds don't actually obey causal laws at all.)</p><p></p><p>I've never heard of anyone who thinks that peasant railguns are actually possible in the D&D gameworld, and relatively few who think that it is a stop-motion world. Yet these are both consequences of treating the 3E or 4e action economy as modelling the ingame causal processes.</p><p></p><p>My view is that, in fact, most players assume that motion in the gameworld is not stop-motion but more-or-less continuous, as it is in the real world (at least at human-sized scales). And that peasant railguns are not possible. On these (in my view, widely shared) assumptions the D&D action economy does violate ingame causality. Mutatis mutandis for hit points and healing.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6341607, member: 42582"] Agreed. There is a limit on how big the gap can be, though. For instance, if you are going to have ingame causality modelled by the mechanics, then the mechanics have to model processes like the transmission of energy from A to B. This is what Edwards is getting at in his analysis of combat mechanics. And once you have those sorts of processes in your game, a minimum degree of realism is going to assert itself. (Contrast, say, Toon, where you can't have systems that model ingame causation in any literal sense because cartoon worlds don't actually obey causal laws at all.) I've never heard of anyone who thinks that peasant railguns are actually possible in the D&D gameworld, and relatively few who think that it is a stop-motion world. Yet these are both consequences of treating the 3E or 4e action economy as modelling the ingame causal processes. My view is that, in fact, most players assume that motion in the gameworld is not stop-motion but more-or-less continuous, as it is in the real world (at least at human-sized scales). And that peasant railguns are not possible. On these (in my view, widely shared) assumptions the D&D action economy does violate ingame causality. Mutatis mutandis for hit points and healing. [/QUOTE]
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