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General Tabletop Discussion
*Pathfinder & Starfinder
Raise Dead: A nice big bone to the simulationists
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<blockquote data-quote="Clawhound" data-source="post: 4118920" data-attributes="member: 63041"><p>There's a big difference what happens to a peasant and what happens to a PC.</p><p></p><p>A peasant, a merchant, a king: these are all NPCs that act exactly as I, the DM, dictate. They can work by any rules that I see fit. These characters do not have Player's handbooks. They are not central to the story. Once they walk off the panel, they cease to exist. They are like the painted backdrop to a set: they exist only to give your world false depth. They are the illusion of a living, breathing world.</p><p></p><p>Let's use a different piece of logic: if all you needed was a sword and armor, and you could go out and make fantastic amounts of money, why isn't everyone doing that? Why doesn't the entire population just get up and go treasure hunting? Why don't governments tax or seize discovered caches of treasure? Why don't dragons establish multinational corporations to multiply their assets?</p><p></p><p>Answer: That's not a fun game.</p><p></p><p>You can take simulation too far. In the game, we have many conceits that make no sense. They are there because we need them to make the genre work. That's it. That's as far as it goes. If you mistake the genre rules for the world rules, you quickly wind up with a pile of steaming nonsense.</p><p></p><p>The term for this is "suspension of disbelief." No, none of this stuff is real. We pretend. We even pretend that the world makes sense, even if the logical underpinnings of it are no deeper than panted canvas. We do this so that we can run around, kill monsters, take their stuff, and be hailed as heroes.</p></blockquote><p></p>
[QUOTE="Clawhound, post: 4118920, member: 63041"] There's a big difference what happens to a peasant and what happens to a PC. A peasant, a merchant, a king: these are all NPCs that act exactly as I, the DM, dictate. They can work by any rules that I see fit. These characters do not have Player's handbooks. They are not central to the story. Once they walk off the panel, they cease to exist. They are like the painted backdrop to a set: they exist only to give your world false depth. They are the illusion of a living, breathing world. Let's use a different piece of logic: if all you needed was a sword and armor, and you could go out and make fantastic amounts of money, why isn't everyone doing that? Why doesn't the entire population just get up and go treasure hunting? Why don't governments tax or seize discovered caches of treasure? Why don't dragons establish multinational corporations to multiply their assets? Answer: That's not a fun game. You can take simulation too far. In the game, we have many conceits that make no sense. They are there because we need them to make the genre work. That's it. That's as far as it goes. If you mistake the genre rules for the world rules, you quickly wind up with a pile of steaming nonsense. The term for this is "suspension of disbelief." No, none of this stuff is real. We pretend. We even pretend that the world makes sense, even if the logical underpinnings of it are no deeper than panted canvas. We do this so that we can run around, kill monsters, take their stuff, and be hailed as heroes. [/QUOTE]
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Raise Dead: A nice big bone to the simulationists
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