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When does Verisimilitude break down?
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<blockquote data-quote="William Ronald" data-source="post: 1266540" data-attributes="member: 426"><p>I think one thing that helps add a sense of reality is that it should take a character some considerable time to rise from a novice to a master of a profession. I actually worked up a character from 1st to 35th level, playing many other characters along the way. Did I mention that I created the character back in 1983 or 1984? </p><p></p><p>In game time, I think it should take perhaps a decade or more for someone to rise to the top of his profession. I tend to assume characters take sometime practicing their skills and abilities. Also, travel is something that can take up a lot of time as can role playing and challenging the players to use their wits.</p><p></p><p>Celtavian, I recall that Baerendur (Darrin Drader) uses an xp system where combat only counts for one-third of total experience. The rest is based on accomplishing missions and role playing. As for an NPC, perhaps they can gain some xp in using their skills on a daily or weekly basis. This could either be a fixed amount or could very with die rolls. Thus an experienced blacksmith, who does exceptionally well with a given roll could be entitled to extra x.p.</p><p></p><p>I think it is up to the DM to give an air of reality to a setting. I believe that both Joshua Dyal's and SHARK's approaches are valid. Among the key questions to ask are "Does the setting have a feel of reality, given its situations?" and "Do I care about the setting, and have an emotional investment in it." I have had fun with low-level scenarios and with epic level scenarios. When they have suceeded, I believed that given the setting, certain events and actions were plausible. Also, another important thing is what I call "the fighting chance" doctirne. Players like to feel that they have a fighting chance, even if the odds are high. </p><p></p><p>So, I think adding an air of reality is something that comes with time and practice. A good guide for DMs might be, "If I saw it in a movie or read it in a book, would I believe it? Would I like to be a character facing this situation?" Empathy and understanding are VERY important traits for successful DMs.</p></blockquote><p></p>
[QUOTE="William Ronald, post: 1266540, member: 426"] I think one thing that helps add a sense of reality is that it should take a character some considerable time to rise from a novice to a master of a profession. I actually worked up a character from 1st to 35th level, playing many other characters along the way. Did I mention that I created the character back in 1983 or 1984? In game time, I think it should take perhaps a decade or more for someone to rise to the top of his profession. I tend to assume characters take sometime practicing their skills and abilities. Also, travel is something that can take up a lot of time as can role playing and challenging the players to use their wits. Celtavian, I recall that Baerendur (Darrin Drader) uses an xp system where combat only counts for one-third of total experience. The rest is based on accomplishing missions and role playing. As for an NPC, perhaps they can gain some xp in using their skills on a daily or weekly basis. This could either be a fixed amount or could very with die rolls. Thus an experienced blacksmith, who does exceptionally well with a given roll could be entitled to extra x.p. I think it is up to the DM to give an air of reality to a setting. I believe that both Joshua Dyal's and SHARK's approaches are valid. Among the key questions to ask are "Does the setting have a feel of reality, given its situations?" and "Do I care about the setting, and have an emotional investment in it." I have had fun with low-level scenarios and with epic level scenarios. When they have suceeded, I believed that given the setting, certain events and actions were plausible. Also, another important thing is what I call "the fighting chance" doctirne. Players like to feel that they have a fighting chance, even if the odds are high. So, I think adding an air of reality is something that comes with time and practice. A good guide for DMs might be, "If I saw it in a movie or read it in a book, would I believe it? Would I like to be a character facing this situation?" Empathy and understanding are VERY important traits for successful DMs. [/QUOTE]
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