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General Tabletop Discussion
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On Behavioral Realism
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<blockquote data-quote="BrassDragon" data-source="post: 7950833" data-attributes="member: 7791"><p>Health and hygiene issues aside, normal human beings wouldn't be able to cope with the amount of death, danger and violence a typical adventuring party deals with on the regular... that stuff leads to long-term behavioral effects that we're only beginning to understand in the real world. Even games that are supposedly 'gritty' have superhuman thresholds before players experience mechanical consequences or are required to roleplay the trauma (e.g. seeing a Deep One decreases your sanity score but getting shoved by a robber going for your purse wouldn't even register in a typical game but might require counseling for a real person.)</p><p></p><p>Is it fun to explore these themes as an arc or two? Sure. Is it fun to factor these things into every choice players make at any moment? Not my cup of tea.</p><p></p><p>The most precious commodity for all my roleplaying groups is time. It's hard enough to get everyone together and commit to several hours of uninterrupted fun. I don't want to waste too much time on stuff that doesn't enhance the core fantasy.</p><p></p><p>Figuring out precisely how the vampire prince of New York pays his taxes, whether your half-orc gets hypothermia when emerging from the underground lake or if the smuggler's hair is sufficiently clean to pass as an Imperial officer... all these details are time sinks for very slight returns with the added risk of undermining our shared expectations of the game.</p></blockquote><p></p>
[QUOTE="BrassDragon, post: 7950833, member: 7791"] Health and hygiene issues aside, normal human beings wouldn't be able to cope with the amount of death, danger and violence a typical adventuring party deals with on the regular... that stuff leads to long-term behavioral effects that we're only beginning to understand in the real world. Even games that are supposedly 'gritty' have superhuman thresholds before players experience mechanical consequences or are required to roleplay the trauma (e.g. seeing a Deep One decreases your sanity score but getting shoved by a robber going for your purse wouldn't even register in a typical game but might require counseling for a real person.) Is it fun to explore these themes as an arc or two? Sure. Is it fun to factor these things into every choice players make at any moment? Not my cup of tea. The most precious commodity for all my roleplaying groups is time. It's hard enough to get everyone together and commit to several hours of uninterrupted fun. I don't want to waste too much time on stuff that doesn't enhance the core fantasy. Figuring out precisely how the vampire prince of New York pays his taxes, whether your half-orc gets hypothermia when emerging from the underground lake or if the smuggler's hair is sufficiently clean to pass as an Imperial officer... all these details are time sinks for very slight returns with the added risk of undermining our shared expectations of the game. [/QUOTE]
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