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Schroedinger's Wounding (Forked Thread: Disappointed in 4e)
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<blockquote data-quote="howandwhy99" data-source="post: 4548593" data-attributes="member: 3192"><p>That's not what I said at all, please don't attribute such an attitude with me. I'm saying narratively playing a role-playing game is awkward unless you use the second definition of the term (theatre acting). Trying to tell a story while in an Army role-playing scenario in the woods or when role-playing a conflict mediation for divorce court judges is as much a misunderstanding of the term role-play as would be to play Poker as if the object of the game was to lose money. </p><p></p><p>Actually, role-playing under it's original definition is the testing of one's abilities in a role one isn't. The idea is not for the Referee to tell a story, but for the Players to excel strategically and thereby learn the role. In most cases this was to prepare for real life assumption of the role. Running a role-playing game with any intent other than to unbiasedly present the world as it is confounds designers' intent. Essentially, it is an honest telling of riddles and wondering why players are responding by continuing with a story rather than an attempted solutions. The players are misunderstanding the riddle to be a story they are collaboratively telling. (That is not just a metaphor, it's identical to what is happening when RPGs are misread as narratives. You could just as easily redefine all riddles as narratives where players are expected to guess what the teller wants them to do.)</p><p></p><p>Narrow-minded, huh? I think I may not be posting clearly enough. You are right about the healing and hit point system. It simulates the cinematic hero like John McClane in Die Hard and Rambo in Rambo II. I'm talking about other elements of the game world that are not well modeled by the rules. I should have made that clear. Encounter power mechanics are one example. I'm not looking for a dispute. I think most folks recognize these aren't meant to be simulations.</p><p></p><p>And yes, I do like action adventure games, but prefer more realism when knowing what is going on in the game world matters. For instance, I find mysteries require mechanical similarity that is knowable and assumable by the Players to a unrealism they must guess at. Otherwise it becomes difficult to determine what's going on beyond what you're told. Essentially you need Knowledge Checks to be told what is happening at certain points.</p></blockquote><p></p>
[QUOTE="howandwhy99, post: 4548593, member: 3192"] That's not what I said at all, please don't attribute such an attitude with me. I'm saying narratively playing a role-playing game is awkward unless you use the second definition of the term (theatre acting). Trying to tell a story while in an Army role-playing scenario in the woods or when role-playing a conflict mediation for divorce court judges is as much a misunderstanding of the term role-play as would be to play Poker as if the object of the game was to lose money. Actually, role-playing under it's original definition is the testing of one's abilities in a role one isn't. The idea is not for the Referee to tell a story, but for the Players to excel strategically and thereby learn the role. In most cases this was to prepare for real life assumption of the role. Running a role-playing game with any intent other than to unbiasedly present the world as it is confounds designers' intent. Essentially, it is an honest telling of riddles and wondering why players are responding by continuing with a story rather than an attempted solutions. The players are misunderstanding the riddle to be a story they are collaboratively telling. (That is not just a metaphor, it's identical to what is happening when RPGs are misread as narratives. You could just as easily redefine all riddles as narratives where players are expected to guess what the teller wants them to do.) Narrow-minded, huh? I think I may not be posting clearly enough. You are right about the healing and hit point system. It simulates the cinematic hero like John McClane in Die Hard and Rambo in Rambo II. I'm talking about other elements of the game world that are not well modeled by the rules. I should have made that clear. Encounter power mechanics are one example. I'm not looking for a dispute. I think most folks recognize these aren't meant to be simulations. And yes, I do like action adventure games, but prefer more realism when knowing what is going on in the game world matters. For instance, I find mysteries require mechanical similarity that is knowable and assumable by the Players to a unrealism they must guess at. Otherwise it becomes difficult to determine what's going on beyond what you're told. Essentially you need Knowledge Checks to be told what is happening at certain points. [/QUOTE]
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