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General Tabletop Discussion
*TTRPGs General
The Difference Between Realism vs. Believability
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<blockquote data-quote="UngainlyTitan" data-source="post: 5262107" data-attributes="member: 28487"><p>20 years ago I would have said yes, now I say no. I would go as far as to say that a strictly believable world is not necessary if you buy into its story.</p><p></p><p>Now, to explain that comment. The D&D default world and for that matter the Forgotten Realms is not to me the least bit believable. Too many top level predators, to many sentient and mutually antagonistic species and so forth.</p><p>Really smart gold hoarding dragons would become bankers and international fianciers. Convert all that gold in to fiat money and keep the metal for themselves.</p><p></p><p>Now I'll happly game there becase in any given campaign I am actually intersted in what the DM and the players come up with in the game and the setting is essentially a painted backdrop for the more intimate campaign activity.</p><p></p><p>Its not just D&D, I can drive some very large holes in Tolkien also but it does not stop me enjoying the story.</p><p>Sometimes it does annoy me, like the Honor Harrington story I read where some of the limitations the author placed on the naval action to get the Hormblower in Space feel really ticked me off.</p><p></p><p>So in my opinion rules create balanced characters and an action resolution system so that the DM can predict the encounter/challange difficulty. In that, a reasonable/easy - OMG what is happening now scenario can be prepared by me (when wearing my DM hat) without too much trouble or work.</p><p>As a player I do like to be able to do something interesting with my character and I do like tactically interesting combat.</p><p></p><p>Believibility is created by the DM and players in game. It can be helped by module writers to pick monsters on a theme rather than a zoo of creatures that have no business being in the same are together hanging about waiting for the PCs to kill them.</p></blockquote><p></p>
[QUOTE="UngainlyTitan, post: 5262107, member: 28487"] 20 years ago I would have said yes, now I say no. I would go as far as to say that a strictly believable world is not necessary if you buy into its story. Now, to explain that comment. The D&D default world and for that matter the Forgotten Realms is not to me the least bit believable. Too many top level predators, to many sentient and mutually antagonistic species and so forth. Really smart gold hoarding dragons would become bankers and international fianciers. Convert all that gold in to fiat money and keep the metal for themselves. Now I'll happly game there becase in any given campaign I am actually intersted in what the DM and the players come up with in the game and the setting is essentially a painted backdrop for the more intimate campaign activity. Its not just D&D, I can drive some very large holes in Tolkien also but it does not stop me enjoying the story. Sometimes it does annoy me, like the Honor Harrington story I read where some of the limitations the author placed on the naval action to get the Hormblower in Space feel really ticked me off. So in my opinion rules create balanced characters and an action resolution system so that the DM can predict the encounter/challange difficulty. In that, a reasonable/easy - OMG what is happening now scenario can be prepared by me (when wearing my DM hat) without too much trouble or work. As a player I do like to be able to do something interesting with my character and I do like tactically interesting combat. Believibility is created by the DM and players in game. It can be helped by module writers to pick monsters on a theme rather than a zoo of creatures that have no business being in the same are together hanging about waiting for the PCs to kill them. [/QUOTE]
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