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<blockquote data-quote="overgeeked" data-source="post: 8843051" data-attributes="member: 86653"><p>Sigh. No. </p><p></p><p>It's the other end of the spectrum from railroading and frustrated novelist DMs. If the DM is going to force their pre-ordained story on the players, they should just stop playing an RPG and go write a novel because the RPG medium is capable of doing so much more than that. Likewise, if the players are just going to button smash their way through the game, they should just stop playing an RPG and go play a boardgame or video game because the RPG medium is capable of doing so much more than that. </p><p></p><p>My goal with RPGs is immersion. Anything that gets in the way of that is bad for play. Like many of the rules. They produce nonsense results that are immersion breaking. Like say fall damage being ridiculous.</p><p></p><p>You're assuming things that aren't the case.</p><p></p><p>I agree completely. The trouble is the game doesn't give the player a "reasonable sense" and it entirely skips the "might." The game gives the player certainty of outcome. Here's a button, if I press it, this happens every time all the time. To mirror the real world the game shouldn't do that, but it does. If the referee tells the player what the DC is, then the player knows with perfect certainty exactly what their chance of success is, which is not mirrored in the real world.</p><p></p><p>I disagree. The rules get in the way of making realistic choices because most gamers game the system they're playing instead of focusing on the fiction, setting, and world those rules are meant to (badly) represent.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8843051, member: 86653"] Sigh. No. It's the other end of the spectrum from railroading and frustrated novelist DMs. If the DM is going to force their pre-ordained story on the players, they should just stop playing an RPG and go write a novel because the RPG medium is capable of doing so much more than that. Likewise, if the players are just going to button smash their way through the game, they should just stop playing an RPG and go play a boardgame or video game because the RPG medium is capable of doing so much more than that. My goal with RPGs is immersion. Anything that gets in the way of that is bad for play. Like many of the rules. They produce nonsense results that are immersion breaking. Like say fall damage being ridiculous. You're assuming things that aren't the case. I agree completely. The trouble is the game doesn't give the player a "reasonable sense" and it entirely skips the "might." The game gives the player certainty of outcome. Here's a button, if I press it, this happens every time all the time. To mirror the real world the game shouldn't do that, but it does. If the referee tells the player what the DC is, then the player knows with perfect certainty exactly what their chance of success is, which is not mirrored in the real world. I disagree. The rules get in the way of making realistic choices because most gamers game the system they're playing instead of focusing on the fiction, setting, and world those rules are meant to (badly) represent. [/QUOTE]
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