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General Tabletop Discussion
*TTRPGs General
Realistic Consequences vs Gameplay
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<blockquote data-quote="pemerton" data-source="post: 8011126" data-attributes="member: 42582"><p>Sure. But the point I was trying to make is that <em>it buys into a certain sort of approach which - </em>at least for me - <em>does not support depth or verisimilitude</em>. Because what it means is that narration leans towards those details written down ahead of time to help someone (ie the GM) frame a puzzle; rather than the narration actually evoking the situation and what matters to me as my PC. (Or, if I'm GMing, to me as the GM trying to bring the players into the fiction)</p><p></p><p>Notice also that [USER=29398]@Lanefan[/USER] makes a big deal of treating (say) time of day of arrival as a big deal that can't be anticipated in advance. Wheares there is actually nothing I can see about the framing of <em>We're looking for the assassins</em> that makes the time of day matter (unless the PCs sneak in after dark deliberately; but then they're not going to see what all the shops are, nor notice the worn-away leatherworker's sign, either). The whole approach is one that prioritises <em>the map as game board </em>and also <em>the counting of squares moved </em>(and correlating that to the passage of in-game time) which may be fun for a certain sort of wargame-inspired play but to me doesn't help with veriimilitude or depth.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8011126, member: 42582"] Sure. But the point I was trying to make is that [I]it buys into a certain sort of approach which - [/I]at least for me - [I]does not support depth or verisimilitude[/I]. Because what it means is that narration leans towards those details written down ahead of time to help someone (ie the GM) frame a puzzle; rather than the narration actually evoking the situation and what matters to me as my PC. (Or, if I'm GMing, to me as the GM trying to bring the players into the fiction) Notice also that [USER=29398]@Lanefan[/USER] makes a big deal of treating (say) time of day of arrival as a big deal that can't be anticipated in advance. Wheares there is actually nothing I can see about the framing of [I]We're looking for the assassins[/I] that makes the time of day matter (unless the PCs sneak in after dark deliberately; but then they're not going to see what all the shops are, nor notice the worn-away leatherworker's sign, either). The whole approach is one that prioritises [I]the map as game board [/I]and also [I]the counting of squares moved [/I](and correlating that to the passage of in-game time) which may be fun for a certain sort of wargame-inspired play but to me doesn't help with veriimilitude or depth. [/QUOTE]
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