Jaws
First Post
Exactly.Kamikaze Midget said:Verisimilitude, sure. Don't break my suspension of disbelief. But that's only "realism" by a very very liberal definition.
j.
Exactly.Kamikaze Midget said:Verisimilitude, sure. Don't break my suspension of disbelief. But that's only "realism" by a very very liberal definition.
QFT. Synnibar? Spawn of Fashan?Geoff Watson said:There's a lot of stuff that is neither realistic or fun.
I agree. I prefer moderate realism/fun.delericho said:I don't really like the poll options.
Geoff Watson said:The problem with the poll is that it assumes that unrealistic equals fun.
There's a lot of stuff that is neither realistic or fun.
I don't see these goals as being contradictory, at all. And from experience (so far), they're not.Glyfair said: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?
Again, I'm not sure I can even agree with the premise, to be honest. No offence intended, as I'm simply noting said disagreement.*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.
Glyfair said:As I said, this was suggested by the corridor width discussion. In that case it's generally agreed that larger combat areas are more fun, tight narrow one aren't (mostly because only a handful of players get to fully participate). The objection, brought up by James Jacobs (former editor of Dungeon) among others, is that larger corridors aren't realistic. A conflict of "fun" vs. "realistic."
In this case, go with realistic. Before a setting can be emmersive, it has to look right.
If you stick to gamist concepts that work well as battle mats, I can gaurantee you that your players will never envision what that place looks like in thier heads. Instead, they will see the battle taking place in the mental space of the battlemap between minatures. They won't actually be involved, and the space in which the battle took place will never be in the quasi-real place of a player's imagination. It turns an RPG into a tactical wargame. You might as well play ASL.