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Resting and the frikkin' Elephant in the Room
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<blockquote data-quote="Imaro" data-source="post: 7192829" data-attributes="member: 48965"><p>I might be off here... but I feel like you're conflating things that are defined in the rules (say a spells duration) with things that aren't (the behavior patterns of cultists). I f not cool, I may be misunderstanding. </p><p></p><p>My argument isn't that variance breaks everything! It's that it actually happens in the real world and that a world so consistent that it doesn't ever take place (the entire populace encounters what the adventurers encounter) is no more realistic (and this I think is what the argument is really about though I could be wrong) or consistent (in relationship to the real world) than one where the encounters only affect adventurers. I'd even go so far as to say that D&D tropes tend to focus around the variance when it comes to adventurers in the fiction.</p><p></p><p>Also again I get the impression we are conflating "laws" of the world... spellcasters use components and focuses with "non-laws" (can't think of a better term right now) how cultists and farmers act... there's no rules governing this and I'm not sure why say cultists of Asmodeus would act the same way as cultists who worship aberrations. Or why farmers from an isolated tropical paradise would respond to an emerging threat in the same way farmers on the frontier of an unconquered territory would. I think I see the things you are comparing as fundamentally different.</p></blockquote><p></p>
[QUOTE="Imaro, post: 7192829, member: 48965"] I might be off here... but I feel like you're conflating things that are defined in the rules (say a spells duration) with things that aren't (the behavior patterns of cultists). I f not cool, I may be misunderstanding. My argument isn't that variance breaks everything! It's that it actually happens in the real world and that a world so consistent that it doesn't ever take place (the entire populace encounters what the adventurers encounter) is no more realistic (and this I think is what the argument is really about though I could be wrong) or consistent (in relationship to the real world) than one where the encounters only affect adventurers. I'd even go so far as to say that D&D tropes tend to focus around the variance when it comes to adventurers in the fiction. Also again I get the impression we are conflating "laws" of the world... spellcasters use components and focuses with "non-laws" (can't think of a better term right now) how cultists and farmers act... there's no rules governing this and I'm not sure why say cultists of Asmodeus would act the same way as cultists who worship aberrations. Or why farmers from an isolated tropical paradise would respond to an emerging threat in the same way farmers on the frontier of an unconquered territory would. I think I see the things you are comparing as fundamentally different. [/QUOTE]
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