Li Shenron
Legend
Thanks for the interesting thread.
The dispute between realism and gamism is really unsolvable. It's a bit like an argument between two political or religious ideology: the two parties have some fundamentally different assumptions that won't make them meet.
I liked D&D since the start as a rule system, but I cannot play with a ruleset that completely defies some element of realism, at least the one which I have on my mind. It's hard to explain, but I know it when I see it!
I'll make an example.
If I play in a game where they tell me that your characters resurrect automatically every time they die (like in a computer game) albeit with some fastidious penalties, I would hate such game.
If I play in a game where the PCs go to Ysgard, the "afterlife of warriors", where auto-resurrect happens, but that's because those people are already dead and this is how afterlife works... then I'd love an adventure or two in such a place!
But eventually someone will have to tell me how does "everyday life" in Ysgard works, and I expect that to be very different from real life (although it could be just fighting over and over). If someone wanted to fit the auto-resurrect idea into a normal world (even with magic), trying to keep the life unaffected by it, then it simply wouldn't cut it for me.
It's not that I don't like playing abstract games.
It's just that for me to play a roleplay game means to play a game where you "transpose" yourself into a character and pretend to be there, in the middle of the adventure, yourself.
And to do that, I expect the rules to serve the adventures and the setting, and not the adventures and the setting to serve the rules.
Celebrim said:Worrying about the game reality is in context really silly. What do hit points represent? Doesn't matter. They are a game resource, and thats really all that matters. Worrying about the larger universe in which the game is taking place is fundamentally pointless. Does the game imply a universe where people are never injured for more than a few hours? Sure, but in the context of the game, so what? And that is as a design is just fine for a game.
The dispute between realism and gamism is really unsolvable. It's a bit like an argument between two political or religious ideology: the two parties have some fundamentally different assumptions that won't make them meet.
I liked D&D since the start as a rule system, but I cannot play with a ruleset that completely defies some element of realism, at least the one which I have on my mind. It's hard to explain, but I know it when I see it!
I'll make an example.
If I play in a game where they tell me that your characters resurrect automatically every time they die (like in a computer game) albeit with some fastidious penalties, I would hate such game.
If I play in a game where the PCs go to Ysgard, the "afterlife of warriors", where auto-resurrect happens, but that's because those people are already dead and this is how afterlife works... then I'd love an adventure or two in such a place!
But eventually someone will have to tell me how does "everyday life" in Ysgard works, and I expect that to be very different from real life (although it could be just fighting over and over). If someone wanted to fit the auto-resurrect idea into a normal world (even with magic), trying to keep the life unaffected by it, then it simply wouldn't cut it for me.
It's not that I don't like playing abstract games.
It's just that for me to play a roleplay game means to play a game where you "transpose" yourself into a character and pretend to be there, in the middle of the adventure, yourself.
And to do that, I expect the rules to serve the adventures and the setting, and not the adventures and the setting to serve the rules.