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<blockquote data-quote="Shaangor" data-source="post: 6320075" data-attributes="member: 96324"><p>I can understand your reasoning, as you've said you play the game as a process sim, which if your group is into that then it makes sense. Your characters are just cogs in the machine, and everything has to follow the same rules. But for my group and I, ensuring that sort of consistency is way too much work for little to no payoff. Like I said, nobody (in my group) cares about the minutiae happening beyond the current frame of reference. As the DM, my players trust me in making the decisions about the goings-on in the world outside of what they are currently observing. As far as the story goes, it really only matters on a macro level. No one (again, in my group) cares about exactly what happens when a harpy attacks a village, i.e. how many villagers are killed, how much damage the harpy took, if any of them fell off cliffs or spent healing surges or whatever. They get to the village, and the elder says a harpy attacked and sends them on a quest to kill it. It's only the outcome that mattered.</p><p></p><p>And I do try to make things consistent (and by consistent I mean, it's believable from an in-world perspective, and could have happened even I had done it "long-hand"), but the decisions I make are biased for the sake of the story I'm trying to tell. I guess that's where our play styles differ, because it seems like (and I apologize if I interpret incorrectly) your games are basically a world that your GM creates at a point, then "flips the switch" and everything starts playing out according to the predefined rules. Again, if that's the way your group enjoys it then so be it. But for mine, nothing is happening/no decisions are made until its actually relevant for the PCs to care, and everyone just assumes the world is "happening" around them. When it becomes relevant/observed, then I tell them the state of the game world. It much simpler for me, and while it may not be objective, it works to tell the story, which is what really matters.</p></blockquote><p></p>
[QUOTE="Shaangor, post: 6320075, member: 96324"] I can understand your reasoning, as you've said you play the game as a process sim, which if your group is into that then it makes sense. Your characters are just cogs in the machine, and everything has to follow the same rules. But for my group and I, ensuring that sort of consistency is way too much work for little to no payoff. Like I said, nobody (in my group) cares about the minutiae happening beyond the current frame of reference. As the DM, my players trust me in making the decisions about the goings-on in the world outside of what they are currently observing. As far as the story goes, it really only matters on a macro level. No one (again, in my group) cares about exactly what happens when a harpy attacks a village, i.e. how many villagers are killed, how much damage the harpy took, if any of them fell off cliffs or spent healing surges or whatever. They get to the village, and the elder says a harpy attacked and sends them on a quest to kill it. It's only the outcome that mattered. And I do try to make things consistent (and by consistent I mean, it's believable from an in-world perspective, and could have happened even I had done it "long-hand"), but the decisions I make are biased for the sake of the story I'm trying to tell. I guess that's where our play styles differ, because it seems like (and I apologize if I interpret incorrectly) your games are basically a world that your GM creates at a point, then "flips the switch" and everything starts playing out according to the predefined rules. Again, if that's the way your group enjoys it then so be it. But for mine, nothing is happening/no decisions are made until its actually relevant for the PCs to care, and everyone just assumes the world is "happening" around them. When it becomes relevant/observed, then I tell them the state of the game world. It much simpler for me, and while it may not be objective, it works to tell the story, which is what really matters. [/QUOTE]
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