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Of Mooks, Plot Armor, and ttRPGs
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<blockquote data-quote="Thomas Shey" data-source="post: 8962800" data-attributes="member: 7026617"><p>This is absolutely an issue; its part of the reason I find a lot of rules-light and "rulings, not rules" approaches problematic too, because different people's idea of what's "reasonable" in a given situation can be very diverse. And as I've mentioned before, there are some strong tendencies to see certain things as "realistic" that really, well, aren't (I've noted that a lot of "fealistic" games actually make combat more deadly than it <em>actually seems to be in reality</em>. I write that off to combination of confusing gritty fiction with reality, and also an overreaction to games that don't suit someone because of their very softvall approach to damage, at least short-term.</p><p></p><p></p><p></p><p>Well, while that could be true, I think its more likely the the case that they've just decided they need to stop <em>somewhere</em>. Whether the place the stop is where it should be can't help but be in the eye of the beholder.</p><p></p><p></p><p></p><p>Well, especially when talking about making a setting socially realistic, people's biases about what that means are inevitably going to color what they do. But I do think there's an argument that can be made that social realism actually has a stronger impact on people's ability to engage with a game situation than any physical realism is, and sometimes I think people are overly blase about that. That said, as you say, what people consider to <em>be</em> social realism is often, well, suspect.</p><p></p><p></p><p></p><p>Its why people sometimes to use verisimilitude as a substitute.</p></blockquote><p></p>
[QUOTE="Thomas Shey, post: 8962800, member: 7026617"] This is absolutely an issue; its part of the reason I find a lot of rules-light and "rulings, not rules" approaches problematic too, because different people's idea of what's "reasonable" in a given situation can be very diverse. And as I've mentioned before, there are some strong tendencies to see certain things as "realistic" that really, well, aren't (I've noted that a lot of "fealistic" games actually make combat more deadly than it [I]actually seems to be in reality[/I]. I write that off to combination of confusing gritty fiction with reality, and also an overreaction to games that don't suit someone because of their very softvall approach to damage, at least short-term. Well, while that could be true, I think its more likely the the case that they've just decided they need to stop [I]somewhere[/I]. Whether the place the stop is where it should be can't help but be in the eye of the beholder. Well, especially when talking about making a setting socially realistic, people's biases about what that means are inevitably going to color what they do. But I do think there's an argument that can be made that social realism actually has a stronger impact on people's ability to engage with a game situation than any physical realism is, and sometimes I think people are overly blase about that. That said, as you say, what people consider to [I]be[/I] social realism is often, well, suspect. Its why people sometimes to use verisimilitude as a substitute. [/QUOTE]
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