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Realistic Consequences vs Gameplay
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<blockquote data-quote="Fenris-77" data-source="post: 8007166" data-attributes="member: 6993955"><p>No, it's not about having insults help, you're right. The insults in the LotR example are incidental to the actual point of the speech act/action declaration. A lot of games, most games maybe, take a modern set of values and indexes to speech acts and intent and then try use them to model more archaic modes of interaction, with predictably mediocre results in a lot of cases. Some games have specific instances where they escape this, for example there are lots of rule sets that give some weight to social status in social interaction, which you would imagine would be pretty key to a medieval or dark age era fantasy setting, but a lot of games give it no weight to it at all. You have a medieval culture in the fiction, with ostensibly medieval social interaction, but this isn't reflected in the mechanics for the game in the slightest.</p><p></p><p>This is where the mechanics come into play. Places where the rules try to model something that is different than the current cultural norms need either a mechanic or some guidelines for adjudication, or both. Insults are a great example. The response to an insult by someone with social standing in most eras really shouldn't be 2020 normal. You insult a knight, he's going to do something about it. Not only does that reflect actions and consequences, but it actually makes mechanics pretty easy to envision. It's the same with things of the sway, persuade, intimidate nature - some idea of what common reactions to those might be, how they might differ, and what sorts of things might constitute 'leverage' in a given society all provide handholds for play and adjudication, even with only minor mechanical support.</p></blockquote><p></p>
[QUOTE="Fenris-77, post: 8007166, member: 6993955"] No, it's not about having insults help, you're right. The insults in the LotR example are incidental to the actual point of the speech act/action declaration. A lot of games, most games maybe, take a modern set of values and indexes to speech acts and intent and then try use them to model more archaic modes of interaction, with predictably mediocre results in a lot of cases. Some games have specific instances where they escape this, for example there are lots of rule sets that give some weight to social status in social interaction, which you would imagine would be pretty key to a medieval or dark age era fantasy setting, but a lot of games give it no weight to it at all. You have a medieval culture in the fiction, with ostensibly medieval social interaction, but this isn't reflected in the mechanics for the game in the slightest. This is where the mechanics come into play. Places where the rules try to model something that is different than the current cultural norms need either a mechanic or some guidelines for adjudication, or both. Insults are a great example. The response to an insult by someone with social standing in most eras really shouldn't be 2020 normal. You insult a knight, he's going to do something about it. Not only does that reflect actions and consequences, but it actually makes mechanics pretty easy to envision. It's the same with things of the sway, persuade, intimidate nature - some idea of what common reactions to those might be, how they might differ, and what sorts of things might constitute 'leverage' in a given society all provide handholds for play and adjudication, even with only minor mechanical support. [/QUOTE]
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