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[rant]The conservatism of D&D fans is exhausting.
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<blockquote data-quote="Hussar" data-source="post: 9712925" data-attributes="member: 22779"><p>Yes, that's true. I fell because I failed to hit the target number. Now, since none of that has any actual meaning in the game world, as "target numbers" and "die rolls" don't actually exist in the game world, there is still that pesky middle part between me on the cliff and me now lying in a bloody, mangled mess at the bottom of the cliff that is completely unresolved. And the system provides zero guidance as to why I fell. </p><p></p><p>And, honestly, the reason you're having such an issue here is you really, really don't seem to understand what diegetic means. In an RPG, the clearest example of diegetic would be a player speaking in character. There is a 1:1 correlation at that point between what the player is doing and what the character is doing. That's about as diegetic as you can get. Another good example of something diegetic would be something like Bilbo's map from The Hobbit. That map in the book is meant to be the same map that everyone is looking at in the story. When they talk about the runes on the map (sorry, runes again) the reader can look at those actual runes on the map in the book. That's diegetic.</p><p></p><p>A typical D&D map, OTOH, isn't diegetic. There aren't numbers written on the floor in various rooms linked to a key. Which is fine. The DM's map isn't meant to be diegetic. That's the point. It serves a completely different purpose. </p><p></p><p>But, for skills or mechanics to be diegetic, the audience (the players) need to be able to see a correlation between what's going on in the game world and what they are seeing at the game table. The mechanics for a climb aren't diegetic at all. All we know, after the roll, is did you progress upward or did you fail to progress or did you fall. Why is entirely absent. We the players have no idea why we fell or why we succeeded, other than a number on a die roll (which obviously isn't diegetic). The narration of why the character succeeded or failed is in no way connected to the results of the die except to justify the results after the results are known. </p><p></p><p>Which is why these mechanics are not diegetic.</p></blockquote><p></p>
[QUOTE="Hussar, post: 9712925, member: 22779"] Yes, that's true. I fell because I failed to hit the target number. Now, since none of that has any actual meaning in the game world, as "target numbers" and "die rolls" don't actually exist in the game world, there is still that pesky middle part between me on the cliff and me now lying in a bloody, mangled mess at the bottom of the cliff that is completely unresolved. And the system provides zero guidance as to why I fell. And, honestly, the reason you're having such an issue here is you really, really don't seem to understand what diegetic means. In an RPG, the clearest example of diegetic would be a player speaking in character. There is a 1:1 correlation at that point between what the player is doing and what the character is doing. That's about as diegetic as you can get. Another good example of something diegetic would be something like Bilbo's map from The Hobbit. That map in the book is meant to be the same map that everyone is looking at in the story. When they talk about the runes on the map (sorry, runes again) the reader can look at those actual runes on the map in the book. That's diegetic. A typical D&D map, OTOH, isn't diegetic. There aren't numbers written on the floor in various rooms linked to a key. Which is fine. The DM's map isn't meant to be diegetic. That's the point. It serves a completely different purpose. But, for skills or mechanics to be diegetic, the audience (the players) need to be able to see a correlation between what's going on in the game world and what they are seeing at the game table. The mechanics for a climb aren't diegetic at all. All we know, after the roll, is did you progress upward or did you fail to progress or did you fall. Why is entirely absent. We the players have no idea why we fell or why we succeeded, other than a number on a die roll (which obviously isn't diegetic). The narration of why the character succeeded or failed is in no way connected to the results of the die except to justify the results after the results are known. Which is why these mechanics are not diegetic. [/QUOTE]
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[rant]The conservatism of D&D fans is exhausting.
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