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General Tabletop Discussion
*TTRPGs General
"Oddities" in fantasy settings - the case against "consistency"
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9257340" data-attributes="member: 82106"><p>I totally agree that rules should apply fairly and consistently to the participants.</p><p></p><p>There could be MANY reasons not to do that. EGG didn't have rules for fighters casting fireballs for various reasons related to archetype distinctions, some desire for balance (at least to the degree that no one class would be 'the best' in all ways all the time), etc. He certainly had other agendas as well, like a desire for PCs to be 'good guys' and thus heavily restricting player's access to 'evil archetypes' (though the inclusion of things like the assassin class do subvert that to a degree). He also wanted the milieu to be very human-centric and envisioned it as an analog of Medieval Europe, so his rules disfavor demi-human PCs in various ways (which in some cases can also be attributed to 'not best all the time').</p><p></p><p>Other games most certainly have similar things going on.</p><p></p><p>Well, the ENTIRE FKR is all about this! 'living rulebooks' and such. The whole point is that no set of mechanics can ever really produce very realistic results. I mean, FK itself, all the way back in its days as a military training practice was predicated on this very thing. Rules often produce silly contrary results, or simply place artificial limits on what can be injected into the fiction. D&D's falling rules have nothing to say about broken legs, yet I expect that's one of the very most common results of a fall! If one cares about this sort of verisimilitude then one must question the overuse of systematized rules application.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9257340, member: 82106"] I totally agree that rules should apply fairly and consistently to the participants. There could be MANY reasons not to do that. EGG didn't have rules for fighters casting fireballs for various reasons related to archetype distinctions, some desire for balance (at least to the degree that no one class would be 'the best' in all ways all the time), etc. He certainly had other agendas as well, like a desire for PCs to be 'good guys' and thus heavily restricting player's access to 'evil archetypes' (though the inclusion of things like the assassin class do subvert that to a degree). He also wanted the milieu to be very human-centric and envisioned it as an analog of Medieval Europe, so his rules disfavor demi-human PCs in various ways (which in some cases can also be attributed to 'not best all the time'). Other games most certainly have similar things going on. Well, the ENTIRE FKR is all about this! 'living rulebooks' and such. The whole point is that no set of mechanics can ever really produce very realistic results. I mean, FK itself, all the way back in its days as a military training practice was predicated on this very thing. Rules often produce silly contrary results, or simply place artificial limits on what can be injected into the fiction. D&D's falling rules have nothing to say about broken legs, yet I expect that's one of the very most common results of a fall! If one cares about this sort of verisimilitude then one must question the overuse of systematized rules application. [/QUOTE]
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"Oddities" in fantasy settings - the case against "consistency"
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