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<blockquote data-quote="Li Shenron" data-source="post: 4082003" data-attributes="member: 1465"><p>Thanks for the interesting thread.</p><p></p><p></p><p></p><p>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.</p><p></p><p>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!</p><p></p><p>I'll make an example. </p><p></p><p>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.</p><p>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!</p><p></p><p>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.</p><p></p><p>It's not that I don't like playing abstract games. </p><p></p><p>It's just that <u>for me</u> 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.</p><p></p><p>And to do that, <strong>I expect the rules to serve the adventures and the setting</strong>, and not the adventures and the setting to serve the rules.</p></blockquote><p></p>
[QUOTE="Li Shenron, post: 4082003, member: 1465"] 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 [U]for me[/U] 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, [B]I expect the rules to serve the adventures and the setting[/B], and not the adventures and the setting to serve the rules. [/QUOTE]
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