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Self-Defeating Rules in D&D
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<blockquote data-quote="EzekielRaiden" data-source="post: 9753010" data-attributes="member: 6790260"><p>Just remember folks: Realism. Verisimilitude. Accuracy to real-world materials, physics, and phenomena. <em>That's</em> what D&D is all about! We'd <em>never</em> allow conveniences just for gameplay purposes. We'd <em>never</em> do things because they're narratively exciting. The one and only reason mechanics exist the way they do is to make a world that works exactly like the world we live in, but with magic in it--and every time you find something that fails to be that way, it <em>must</em> be immediately earmarked for correction. Anything mundane must always work as close as possible to real, physical mundanity.</p><p></p><p>If it weren't obvious, I'm being extremely facetious here. Torches and light are phenomenally unrealistic, and always have been. Rope, and really the vast majority of tools and equipment <em>other than</em> the polearms that Gygax had a fetish about, likewise. Many weapons and armors are ridiculously over-heavy for their materials--to the point that mithril, far from being a ridiculous implausible fantasy material, is <em>actually comparable to real steel</em> when it should be far, far better. (Tolkien would be rolling in his grave!)</p><p></p><p>Because it made for better gameplay to have a significant portion of your weight capacity--AKA your <em>experience-gaining capacity</em>--eaten up by your equipment. And we now zealously, even fanatically, preserve that gameplay contrivance even when its actual gameplay value is gone....and it adds no narrative value...<em>and</em> it is actually out of step with verisimilitude, realism, or what-have-you. The one and only thing it is "simulating" is <em>itself!</em> But we don't hear critics going after that, now do we?</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9753010, member: 6790260"] Just remember folks: Realism. Verisimilitude. Accuracy to real-world materials, physics, and phenomena. [I]That's[/I] what D&D is all about! We'd [I]never[/I] allow conveniences just for gameplay purposes. We'd [I]never[/I] do things because they're narratively exciting. The one and only reason mechanics exist the way they do is to make a world that works exactly like the world we live in, but with magic in it--and every time you find something that fails to be that way, it [I]must[/I] be immediately earmarked for correction. Anything mundane must always work as close as possible to real, physical mundanity. If it weren't obvious, I'm being extremely facetious here. Torches and light are phenomenally unrealistic, and always have been. Rope, and really the vast majority of tools and equipment [I]other than[/I] the polearms that Gygax had a fetish about, likewise. Many weapons and armors are ridiculously over-heavy for their materials--to the point that mithril, far from being a ridiculous implausible fantasy material, is [I]actually comparable to real steel[/I] when it should be far, far better. (Tolkien would be rolling in his grave!) Because it made for better gameplay to have a significant portion of your weight capacity--AKA your [I]experience-gaining capacity[/I]--eaten up by your equipment. And we now zealously, even fanatically, preserve that gameplay contrivance even when its actual gameplay value is gone....and it adds no narrative value...[I]and[/I] it is actually out of step with verisimilitude, realism, or what-have-you. The one and only thing it is "simulating" is [I]itself![/I] But we don't hear critics going after that, now do we? [/QUOTE]
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