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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="pemerton" data-source="post: 9704598" data-attributes="member: 42582"><p>I'm prepared to accept that, in most D&D play, there are broad genre conventions and table understandings that rule out the "pixies stabbed you" hypothesis. But otherwise I fully agree (as per my "heart" reaction to your post).</p><p></p><p>When I discovered Rolemaster, in early 1990, what blew me away was that it did answer all these questions: the resolution tables provide information about what is happening in the fiction, yes often at a modest level of abstraction, but more than simply a result. And when it comes to injury (and healing), the detail is intricate!</p><p></p><p>There are non-simulationist break-points in RM - initiative is the obvious one, which is why, over the course of RM2 + 7 RM companions + RMSS, there were probably a dozen variant initiative systemseach one trying to establish a workable framework for near-simultaneous resolution while also accommodating the key mechanic of splitting your melee combat bonus between attacking and parrying.</p><p></p><p>But pointing to D&D hp as a remotely "diegetic" mechanic is just not plausible to me. The payer of the high level fighter <em>knows</em> that no single crossbow bolt can be fatal, that they can jump over the cliff and be assured of survival, etc. And the notion of "action movie physics" doesn't help - the protagonists in action movies <em>don't know</em> that they're invulnerable (unless there is some breaking of the 4th wall going on), and that is part of what is crucial for generating the tension - the audience becomes invested in the character's fear/concern/danger even though, intellectually, the audience knows the character will survive.</p><p></p><p>Now if someone says, <em>All content in my shared fiction flows from the GM</em> - and so, for instance, there will be no startled cooks narrated in response to failed attempts at burglary - that's fine. And I accept that that is a simulationist intuition. But as long as they're using D&D combat resolution, hit points, etc, I don't see how that makes their game any more simulationist than my BW game, which uses fail forward consequence narration but has a PC sheet and a combat system that any old RM player could jump for joy at.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9704598, member: 42582"] I'm prepared to accept that, in most D&D play, there are broad genre conventions and table understandings that rule out the "pixies stabbed you" hypothesis. But otherwise I fully agree (as per my "heart" reaction to your post). When I discovered Rolemaster, in early 1990, what blew me away was that it did answer all these questions: the resolution tables provide information about what is happening in the fiction, yes often at a modest level of abstraction, but more than simply a result. And when it comes to injury (and healing), the detail is intricate! There are non-simulationist break-points in RM - initiative is the obvious one, which is why, over the course of RM2 + 7 RM companions + RMSS, there were probably a dozen variant initiative systemseach one trying to establish a workable framework for near-simultaneous resolution while also accommodating the key mechanic of splitting your melee combat bonus between attacking and parrying. But pointing to D&D hp as a remotely "diegetic" mechanic is just not plausible to me. The payer of the high level fighter [I]knows[/I] that no single crossbow bolt can be fatal, that they can jump over the cliff and be assured of survival, etc. And the notion of "action movie physics" doesn't help - the protagonists in action movies [I]don't know[/I] that they're invulnerable (unless there is some breaking of the 4th wall going on), and that is part of what is crucial for generating the tension - the audience becomes invested in the character's fear/concern/danger even though, intellectually, the audience knows the character will survive. Now if someone says, [I]All content in my shared fiction flows from the GM[/I] - and so, for instance, there will be no startled cooks narrated in response to failed attempts at burglary - that's fine. And I accept that that is a simulationist intuition. But as long as they're using D&D combat resolution, hit points, etc, I don't see how that makes their game any more simulationist than my BW game, which uses fail forward consequence narration but has a PC sheet and a combat system that any old RM player could jump for joy at. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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