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General Tabletop Discussion
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The nature of "realism" in the game world
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<blockquote data-quote="Wik" data-source="post: 4703166" data-attributes="member: 40177"><p>Well.... sort of. At the end of the month, I'll start my Operational First Aid 3, which is the basic requirements for a paramedic in B.C. After they take that course, they have about half a dozen courses to take, each only a day or two in length, and then they can be a paramedic. But, the course I'm talking will allow me to do ridealongs with paramedics, and if someone got hurt at work, I'd be allowed to ride with the person to the hospital.</p><p></p><p>Personally, I'm taking the course because I can afford it right now, and you never know what might open up because of it (I could be out of a job in May, because I'm an auxiliary in the provincial government). Who knows? Maybe I'll actually head towards Paramedic, because in May, I'll be 75% of the way there. </p><p></p><p>But I digress. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>***</p><p></p><p>I like a lot of the points raised here. The idea of "judgement artefacts" is a new one to me, but it does make sense. I know that, personally, it never came up, because in any rules-light system I've played it's been in the sense that "GM judgement calls do not become house rules". But, it'd be pretty one-sided of me to point the stink finger at one side of the argument and not apply it to the other. I can see these artifacts coming up in play.</p><p></p><p></p><p></p><p>I agree with this, fully. But, it's not really what I'm getting at.</p><p></p><p>In a rules-light system, you can say something like "You're all superheroes. Make characters, and have at it" - and you'll usually get some weird, genre-specific characters. While Wolverine and Colossus might be the exact same statistically in this game, there's a huge flavour difference. And players will act within the genre, ideally, because they want to.</p><p></p><p>In a rules-heavy system, there will almost always be some rule that gets in the way of the actual genre conventions. Wolverine could overpower Colossus, or vice versa, because of the way the rules work. It could wind up being useless to used ranged attacks. In the end, the game winds up encouraging flying guys with claws and healing factors, because that's the "best" character according to the rules. </p><p></p><p>It's an exaggerated example, but bear with me. The same can be said about, say, standard 3E (assuming a "typical" fantasy setting): If you were going to be a fighter, you pretty much had to be a TWF or a Power Attack fighter. If you went sword and board*, you were shooting yourself in the foot - this kind of flies in the face of the common image of the brave knightly warrior in "heroic fantasy". </p><p></p><p>This, by the way, happens in Shadowrun. You can easily make a mage/hacker/street samurai troll with a bunch of contacts. You can make some very gnarly, powerful characters in SR - and characters that really can destroy the gritty feeling and fear of combat suggested by the game's setting. Really, to run a successful 4e Shadowrun game, you must do so with both the players and GM kind of adopting an agreed-upon set of standards. </p><p></p><p>So, yes, you can make a realistic setting - and please do! That's a very good idea. But the problem is, as rules get more and more complicated, it becomes increasingly difficult to maintain a consistent game "reality" that fits the three tiers of reality suggested by an earlier poster. </p><p></p><p>* Unless you took a Tower Shield, which opened a whole other can o' worms</p></blockquote><p></p>
[QUOTE="Wik, post: 4703166, member: 40177"] Well.... sort of. At the end of the month, I'll start my Operational First Aid 3, which is the basic requirements for a paramedic in B.C. After they take that course, they have about half a dozen courses to take, each only a day or two in length, and then they can be a paramedic. But, the course I'm talking will allow me to do ridealongs with paramedics, and if someone got hurt at work, I'd be allowed to ride with the person to the hospital. Personally, I'm taking the course because I can afford it right now, and you never know what might open up because of it (I could be out of a job in May, because I'm an auxiliary in the provincial government). Who knows? Maybe I'll actually head towards Paramedic, because in May, I'll be 75% of the way there. But I digress. :) *** I like a lot of the points raised here. The idea of "judgement artefacts" is a new one to me, but it does make sense. I know that, personally, it never came up, because in any rules-light system I've played it's been in the sense that "GM judgement calls do not become house rules". But, it'd be pretty one-sided of me to point the stink finger at one side of the argument and not apply it to the other. I can see these artifacts coming up in play. I agree with this, fully. But, it's not really what I'm getting at. In a rules-light system, you can say something like "You're all superheroes. Make characters, and have at it" - and you'll usually get some weird, genre-specific characters. While Wolverine and Colossus might be the exact same statistically in this game, there's a huge flavour difference. And players will act within the genre, ideally, because they want to. In a rules-heavy system, there will almost always be some rule that gets in the way of the actual genre conventions. Wolverine could overpower Colossus, or vice versa, because of the way the rules work. It could wind up being useless to used ranged attacks. In the end, the game winds up encouraging flying guys with claws and healing factors, because that's the "best" character according to the rules. It's an exaggerated example, but bear with me. The same can be said about, say, standard 3E (assuming a "typical" fantasy setting): If you were going to be a fighter, you pretty much had to be a TWF or a Power Attack fighter. If you went sword and board*, you were shooting yourself in the foot - this kind of flies in the face of the common image of the brave knightly warrior in "heroic fantasy". This, by the way, happens in Shadowrun. You can easily make a mage/hacker/street samurai troll with a bunch of contacts. You can make some very gnarly, powerful characters in SR - and characters that really can destroy the gritty feeling and fear of combat suggested by the game's setting. Really, to run a successful 4e Shadowrun game, you must do so with both the players and GM kind of adopting an agreed-upon set of standards. So, yes, you can make a realistic setting - and please do! That's a very good idea. But the problem is, as rules get more and more complicated, it becomes increasingly difficult to maintain a consistent game "reality" that fits the three tiers of reality suggested by an earlier poster. * Unless you took a Tower Shield, which opened a whole other can o' worms [/QUOTE]
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