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Self-Defeating Rules in D&D
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<blockquote data-quote="Pamphylian" data-source="post: 9753073" data-attributes="member: 7053769"><p>In my experience, these gameplay contrivances can contribute gameplay value, narrative value, <em>and</em> verisimilitude when done well! The former two because imo the essence of both gameplay and narrative in an rpg is player choice and the feed back of tension and consequence, and these contrivances provide tools in the tool box for the DM and the players in this regard. Not things always in effect, but there for when the situation calls for it. The latter because verisimilitude is not just a function of our reality, but also of our fiction - when you have a sense of the "rules"/physics of how something works in a fictional setting, even if they don't completely align with our reality, players and DMs can make judgements about how something will play out even if the scenario is not fully specified by the written rules. Obviously, these things will not spark joy for everyone, but I think the cost of including them and doing them well, in terms of effort and in terms of impact on the non-joy-sparked, is pretty low.</p><p></p><p></p><p></p><p>Absolutely (I've brought up Indiana Jones a few times in this thread). D&D historically and I think even today for many tables has as much Indiana Jones (and related adventure) as say, Tolkien, intentionally or by convergent evolution. Something like taking the golden idol from the pedestal or sneaking around the evil cult base or chasing a chain convoluted "archaeological" clues to a maguffin also sought by rivals happen extremely frequently at my table. D&D has had, and should have imo, a quite broad inspirational base.</p></blockquote><p></p>
[QUOTE="Pamphylian, post: 9753073, member: 7053769"] In my experience, these gameplay contrivances can contribute gameplay value, narrative value, [I]and[/I] verisimilitude when done well! The former two because imo the essence of both gameplay and narrative in an rpg is player choice and the feed back of tension and consequence, and these contrivances provide tools in the tool box for the DM and the players in this regard. Not things always in effect, but there for when the situation calls for it. The latter because verisimilitude is not just a function of our reality, but also of our fiction - when you have a sense of the "rules"/physics of how something works in a fictional setting, even if they don't completely align with our reality, players and DMs can make judgements about how something will play out even if the scenario is not fully specified by the written rules. Obviously, these things will not spark joy for everyone, but I think the cost of including them and doing them well, in terms of effort and in terms of impact on the non-joy-sparked, is pretty low. Absolutely (I've brought up Indiana Jones a few times in this thread). D&D historically and I think even today for many tables has as much Indiana Jones (and related adventure) as say, Tolkien, intentionally or by convergent evolution. Something like taking the golden idol from the pedestal or sneaking around the evil cult base or chasing a chain convoluted "archaeological" clues to a maguffin also sought by rivals happen extremely frequently at my table. D&D has had, and should have imo, a quite broad inspirational base. [/QUOTE]
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