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<blockquote data-quote="AbdulAlhazred" data-source="post: 6504530" data-attributes="member: 82106"><p>You have an argument when talking about ACTUAL REALITY, but even then its only an argument, nobody can prove that anything objective exists at all. When it comes to an FRPG there simply isn't any such thing as objective reality. So it isn't a matter of a 'higher standard', its a matter of what people enjoy in their entertainment. I don't say this in any sense to appear to be critical of your way of playing, but you have to carefully separate your preferences from some sort of 'objectively superior' form of game or gaming experience. That is in fact exactly what the OP in this thread was (as I understand it) posting about was the inability of the people in the other thread to absorb that they weren't in possession of the objective truth about how 4e must be played. </p><p></p><p>I do understand your position. From my perspective it was a phase I recall going through when I first became really familiar with RPGs (after the initial 'gonzo' phase of just absorbing the concept). In fact I think that the RPG industry, such as it was, at the time was rather absorbed in the idea of making games realistic and detailed. Gygax seemed to appreciate abstraction from the start, maybe some others as well. Some of us immediately saw the advantage of mechanical simplicity, but there was a long phase of searching for models that would always conform their mechanics perfectly to the narrative and vice versa. </p><p></p><p>I don't want to say that some of us 'outgrew' that, because it implies one way is better somehow than another, but some of us certainly abandoned that set of conceptions for a looser one. I mean frankly its not that often that you even know if the character is broken on the ground, badly stunned, disarmed and surrendering, or what. He's at 0 hit points, he's not fighting anymore, and probably needs help. Usually that's good enough and when some sort of healing comes up the character gets up, whatever ailed him is fixed however that is described, and everyone goes on their way. If the character was described as beaten and broken and the warlord Inspiring Worded him back up so what? Maybe he's just that bad-assed that he got up again, broken bones and all! Maybe he wasn't quite as badly off as he thought and the warlord pulled him back to his feet and said "you gotta keep going mate!" etc. </p><p></p><p>I understand preferences, your's are fine, but they do come with some disadvantages. Like you really just can't HAVE warlords, or else all wounds have to be nothing but nicks and such if you're going to have that sort of strictly visualized game where you actually state all this stuff explicitly in every scene.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 6504530, member: 82106"] You have an argument when talking about ACTUAL REALITY, but even then its only an argument, nobody can prove that anything objective exists at all. When it comes to an FRPG there simply isn't any such thing as objective reality. So it isn't a matter of a 'higher standard', its a matter of what people enjoy in their entertainment. I don't say this in any sense to appear to be critical of your way of playing, but you have to carefully separate your preferences from some sort of 'objectively superior' form of game or gaming experience. That is in fact exactly what the OP in this thread was (as I understand it) posting about was the inability of the people in the other thread to absorb that they weren't in possession of the objective truth about how 4e must be played. I do understand your position. From my perspective it was a phase I recall going through when I first became really familiar with RPGs (after the initial 'gonzo' phase of just absorbing the concept). In fact I think that the RPG industry, such as it was, at the time was rather absorbed in the idea of making games realistic and detailed. Gygax seemed to appreciate abstraction from the start, maybe some others as well. Some of us immediately saw the advantage of mechanical simplicity, but there was a long phase of searching for models that would always conform their mechanics perfectly to the narrative and vice versa. I don't want to say that some of us 'outgrew' that, because it implies one way is better somehow than another, but some of us certainly abandoned that set of conceptions for a looser one. I mean frankly its not that often that you even know if the character is broken on the ground, badly stunned, disarmed and surrendering, or what. He's at 0 hit points, he's not fighting anymore, and probably needs help. Usually that's good enough and when some sort of healing comes up the character gets up, whatever ailed him is fixed however that is described, and everyone goes on their way. If the character was described as beaten and broken and the warlord Inspiring Worded him back up so what? Maybe he's just that bad-assed that he got up again, broken bones and all! Maybe he wasn't quite as badly off as he thought and the warlord pulled him back to his feet and said "you gotta keep going mate!" etc. I understand preferences, your's are fine, but they do come with some disadvantages. Like you really just can't HAVE warlords, or else all wounds have to be nothing but nicks and such if you're going to have that sort of strictly visualized game where you actually state all this stuff explicitly in every scene. [/QUOTE]
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