On the value of Realism...


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Korimyr the Rat said:
If I see one more thread mention D&D genetics, I'm going to kill some kittens.

Go for it....Get a pillow case drop a few in and let loose on a tree...Great stress reliever...


















..and yes, I am joking
 

I've never had problem with high-level D&D characters duking it out when the city watch has then cornered and 20 crossbows aimed at them. This has been many times used as an argument against the hit point mechanic.

Actually I like the idea that high-level characters don't have much to fear from city guards, although going against 20 crossbows would be very unrealistic.
 

Goobermunch said:
Realism is a stupid concept for Roleplaying games. If I want realism, I'll go to work.

Verisimilitude, on the other hand is critical. Without it, your players won't know what to expect.

--G

.sig! :cool:
 

I don't care much for "realism" in games. (Besides how can anything featuring magic and mythical beasts be considered "realistic"?) I tend to favor games games with a mythical atmosphere where one legendary hero can take on hordes of lesser minions. How ever I do tend to favor some degree of "believability" and internal consistency. That is to say, while many things in the game are inherently unrealistic, they make sense in terms of genre and from the point of view of the campaign world. For example whereas the heroes and adventures of Tolkiens Lord or the Rings are epic and larger than life, the world has a lot of detail and internal consistency. Whereas many fantasy campaigns seems very contrived and inconsistent.
 


Good post Shadow, and Believability has long been my watchword as well. Of course, PCs... wouldn't exactly get very far in a starkly "realistic" D&D campaign. ;) Imagine real people willingly entering into melee combat with tree wielding giants and million pound dragons who breathe cones of fire hotter than molten lava...

Cheers!
 


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