Lizard said:
Because some people prefer a game which models a world which doesn't know who the protagonists are?
I prefer a game which models the worlds found in adventure fiction and film, so a certain recognition of player protagonism is expected, no? Wasn't the recommended reading list they used to include in the DMG almost entirely fiction (and not history, ethnography, and comp. religion)?
I always assumed that when people talked about D&D in terms of being a simulation, it was as a simulation of
stories, ie where the concept of the protagonist is key. This seems, well, traditional, to me. Look at how even AD&D recognized the protagonist/antagonist status; PC's got class levels while most other members of their race got at most 2HD, barring key opponents. This isn't new to the system.
You have no trouble with protagonist/antagonist abilities.
Nope. I see them as different out of necessity. Different goals/purposes. The problem is that antagonist abilities that present interesting challenges to overcome would be problematic as PC abilities. Given that, one could either declare the abilities off limits --with some attendant rationalization, of course-- for the PC's or remove them from the game entirely, and lose potentially interesting encounters. I choose to do the former. It's a bit of trade off.
A lot of people, however, DO have trouble with "Somehow, these people learned abilities which no one else knows and which PCs of equivalent training and power can't learn."
Who says anything about 'equivalent training'? What's verisimilitude-threating about the idea that some NPC's have spent their entire imaginary lives learning different imaginary things than the PC's? Things that the PC's
might learn if an equal amount of imaginary time is spent? I imagine it's simply not practical game-wise for most players to play out their PC's 5 years of game time spent in a hobgoblin tribe learning their l33t boomerang tricks, or the next 10 as a thrall to the Absolute Evil learning the fine art of zombie hoard raising.
Is believability better served by having all NPC skills/abilities/manifestations of wahoo acquirable by the PC's after a brief 2-week crash course? Skill acquisition in D&D is designed for playability and not simulation, after all. In some cases, doesn't
effectively placing certain abilities outside the reach of the PC's enhance realism/verisimilitude/etc?
Put another way, why does the presence of abilities that the players
can't learn threaten S.O.D. but the ludicrous ease with which they
can and do learn things not?
Being told that the evil wizard's spell is pure plot device and that they can't pick it up can be very SOD-breaking.
Perhaps the spell requires 10 years worth of virgin sacrifices in order to cast. That seems genre-appropriate to me, and I prioritize genre-emulation.
The more the unreality of the world is thrust into the face of the players, the harder it is for them to care about the world or their characters.
See, I just don't see what's inherently realistic about playing 'anything you can do I can do better'. The notion that PC's can master any skill/power/ability
at all in a playable amount of time is a lot harder for me to buy into.