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General Tabletop Discussion
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On Behavioral Realism
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<blockquote data-quote="DrunkonDuty" data-source="post: 7953871" data-attributes="member: 54364"><p>Re. designers and what they model and why: although it's impossible to know exactly what an artist had in mind when they created a thing it is possible to take some educated guesses. If a designer thinks that modelling combat is difficult and requires a great deal of detail I would say that's because they're thinking hard about combat and all the minutiae of it. If that same designer then covers all social activity with a single dice roll that is compared to a chart that gives some very broad and poorly defined results then they are not thinking all that hard about the minutiae social activity.</p><p></p><p>(please for the love of dog don't accuse me of hating combat heavy systems or any such crap. I play HERO, I love overly complicated combat systems.)</p><p></p><p>Given this I think page count does imply how much import a given aspect of RPG has in a given system. It's not everything in determining how players wind up playing, probably not even a majority of it (I suspect the majority of it will be the table(s) people play with.) But I think when a person reads a rule book they will find their play-style drawn towards that which the rule books draw the most attention to. </p><p></p><p>So yes, magic is very important in DnD. No, it's not everything to the game, just as it's not every page in the rule books. But it's a very big part of the game, just as it's a very big part of the rule books. Likewise combat. And social activity... isn't as much.</p><p></p><p>Can players play against this inferred (see, I'm not even suggesting that it's designer implication) style? Yes, one can certainly do that. I do that all the time. But doing so encounters what I called "resistance" in my previous post. Perhaps inertia would have been a better word. To go against the inertia, one (as a GM or player) has to go to various efforts. Exactly what efforts will depend on the types of inertia being encountered. Maybe you need house rules. More Session 0 discussion. Constant reminders while playing to stick to/avoid a given style of play. Different types of dice. More caffeine. Ear plugs to block out the whining.</p><p></p><p>So yes, one an play anything one wants with any system one wants (even LARPs!) But different games give more or less weight to different aspects of RPGs.</p></blockquote><p></p>
[QUOTE="DrunkonDuty, post: 7953871, member: 54364"] Re. designers and what they model and why: although it's impossible to know exactly what an artist had in mind when they created a thing it is possible to take some educated guesses. If a designer thinks that modelling combat is difficult and requires a great deal of detail I would say that's because they're thinking hard about combat and all the minutiae of it. If that same designer then covers all social activity with a single dice roll that is compared to a chart that gives some very broad and poorly defined results then they are not thinking all that hard about the minutiae social activity. (please for the love of dog don't accuse me of hating combat heavy systems or any such crap. I play HERO, I love overly complicated combat systems.) Given this I think page count does imply how much import a given aspect of RPG has in a given system. It's not everything in determining how players wind up playing, probably not even a majority of it (I suspect the majority of it will be the table(s) people play with.) But I think when a person reads a rule book they will find their play-style drawn towards that which the rule books draw the most attention to. So yes, magic is very important in DnD. No, it's not everything to the game, just as it's not every page in the rule books. But it's a very big part of the game, just as it's a very big part of the rule books. Likewise combat. And social activity... isn't as much. Can players play against this inferred (see, I'm not even suggesting that it's designer implication) style? Yes, one can certainly do that. I do that all the time. But doing so encounters what I called "resistance" in my previous post. Perhaps inertia would have been a better word. To go against the inertia, one (as a GM or player) has to go to various efforts. Exactly what efforts will depend on the types of inertia being encountered. Maybe you need house rules. More Session 0 discussion. Constant reminders while playing to stick to/avoid a given style of play. Different types of dice. More caffeine. Ear plugs to block out the whining. So yes, one an play anything one wants with any system one wants (even LARPs!) But different games give more or less weight to different aspects of RPGs. [/QUOTE]
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