Glyfair
Explorer
Edit: There is a lot of confusion about this point because I was unclear. Let me make this more clear. This is purely about making a decision where one choice is more fun in the short term, the other is more realistic. I know there are other situations where one choice has both elements, this isn't directly about those. It's just about your priorities between the two elements where there is conflict between those two elements.
While this question came from the 5' corridor discussion (starting about post #8), it has been a balancing act since the beginning of the game.
Which do you feel is more important when creating a game element? Is it more important that the game element feels "real" or that it creates a more fun* game?
In the example above the general consensus is that 5 ft' corridors tend to make for boring combats that leave much of the party out of the action during combats. However, regularly having wide corridors and rooms for interesting combats lacks realism. How often are corridors going to be 30'-40' wide?
Such decisions come up often. It's at the base of any system. Do you create an abstract combat system that is more exciting, or do you create a detail oriented system that simulates reality better at the expense of extra bookkeeping?
In similar situations (and not just his specific example) which direction do you tend to prefer?
*Note that I'm not dismissing the "fun" element of simulating reality. However, simulating reality tend to be less about creating fun than avoiding unfun elements. A very unrealistic game tends to distract people from the fun, rather than directly creating the fun.
While this question came from the 5' corridor discussion (starting about post #8), it has been a balancing act since the beginning of the game.
Which do you feel is more important when creating a game element? Is it more important that the game element feels "real" or that it creates a more fun* game?
In the example above the general consensus is that 5 ft' corridors tend to make for boring combats that leave much of the party out of the action during combats. However, regularly having wide corridors and rooms for interesting combats lacks realism. How often are corridors going to be 30'-40' wide?
Such decisions come up often. It's at the base of any system. Do you create an abstract combat system that is more exciting, or do you create a detail oriented system that simulates reality better at the expense of extra bookkeeping?
In similar situations (and not just his specific example) which direction do you tend to prefer?
*Note that I'm not dismissing the "fun" element of simulating reality. However, simulating reality tend to be less about creating fun than avoiding unfun elements. A very unrealistic game tends to distract people from the fun, rather than directly creating the fun.
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