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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="hawkeyefan" data-source="post: 8005199" data-attributes="member: 6785785"><p>Sure, I think you're very much right that there will be different tipping points for different people. </p><p></p><p>But I think part of it is weighing what options are possible, and then comparing them to kind of determine what's most probable. So we may have a range of possibilities.....some maybe more likely within the fiction than others. </p><p></p><p>I think many are treating "most probable" as "certain", and viewing anything less possible as "unrealistic", and I don't think that's the best way to proceed. I think the threshold has to be flexible enough to allow reasonable results that will also be fun or engaging to play. Obviously, in the OP, things kind of fell apart to at least some extent.....and I think that's because there was a little too much focus on fidelity to the fiction rather than to the experience of playing.</p><p></p><p>Also, in talking about this in terms of probability and so on.....doesn't that seem to lend itself to a dice roll? Maybe on a 4-6, the mayor calls for their arrest, but on a 3 he only warns them they will be arrested if they continue, and so on. So many elements of the game (and many other games) that it seems odd to just toss that kind of thing out the window. Again, I don't think mechanical resolution is necessary in order to acheive a favorable play experience.....but I think that it certainly could help in some cases, and why some folks are advocating for it.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 8005199, member: 6785785"] Sure, I think you're very much right that there will be different tipping points for different people. But I think part of it is weighing what options are possible, and then comparing them to kind of determine what's most probable. So we may have a range of possibilities.....some maybe more likely within the fiction than others. I think many are treating "most probable" as "certain", and viewing anything less possible as "unrealistic", and I don't think that's the best way to proceed. I think the threshold has to be flexible enough to allow reasonable results that will also be fun or engaging to play. Obviously, in the OP, things kind of fell apart to at least some extent.....and I think that's because there was a little too much focus on fidelity to the fiction rather than to the experience of playing. Also, in talking about this in terms of probability and so on.....doesn't that seem to lend itself to a dice roll? Maybe on a 4-6, the mayor calls for their arrest, but on a 3 he only warns them they will be arrested if they continue, and so on. So many elements of the game (and many other games) that it seems odd to just toss that kind of thing out the window. Again, I don't think mechanical resolution is necessary in order to acheive a favorable play experience.....but I think that it certainly could help in some cases, and why some folks are advocating for it. [/QUOTE]
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