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General Tabletop Discussion
*TTRPGs General
On Behavioral Realism
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<blockquote data-quote="bloodtide" data-source="post: 7951082" data-attributes="member: 6684958"><p>It's a bit odd to say the least that you'd want modern realism in a medieval setting. </p><p></p><p>It seems the complant is that the players are not acting in exactly the ways you want them to act so you can feel the fictional characters are real people. You might say ''all people" do whatever it is you say they ''must" do....but you'd be wrong. People are people. People do lots of...well, stuff. Watch the news and go meet some people: you will find everyone does not think like you.</p><p></p><p>You force the players to do things...but it's a bit pointless, and will only last as long as you force it too. Have the king say he won't meet with the smelly, dirty characters and just the player will just say "whatever my character cleans up...so, ok, now we go to the king". If having the players do that for a second counts, then you have a 'win'.</p></blockquote><p></p>
[QUOTE="bloodtide, post: 7951082, member: 6684958"] It's a bit odd to say the least that you'd want modern realism in a medieval setting. It seems the complant is that the players are not acting in exactly the ways you want them to act so you can feel the fictional characters are real people. You might say ''all people" do whatever it is you say they ''must" do....but you'd be wrong. People are people. People do lots of...well, stuff. Watch the news and go meet some people: you will find everyone does not think like you. You force the players to do things...but it's a bit pointless, and will only last as long as you force it too. Have the king say he won't meet with the smelly, dirty characters and just the player will just say "whatever my character cleans up...so, ok, now we go to the king". If having the players do that for a second counts, then you have a 'win'. [/QUOTE]
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