Why do RPGs have rules?

Sure. More belittling of the style you don't like. It's not really sim(because you don't like it)! It's a new fallacy(because you don't like it)! And more. Maybe try to understand the other side a bit rather than just try to crap all over the style.

I don't dislike D&D. I play it every week. I’m just able to honestly assess it.

I’m not the one crapping on anything. Which one of us is labeling one type of game as less realistic and which of us is saying they’re equally realistic?

Address the argument. State your case and back it ip. Criticize my argument, not my character.
 

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I'm not talking about the passion-project types, I'm talking about the big players - WotC, Paizo, a few others.

If it's all they're exposed to then obviously that's what will draw the response.

Diminishing xp returns?
I think the problem with long games is that people simply do not have that level of stability and ability to commit to years of play, especially as players nowadays are MUCH more likely to be older than they were even 20 or 25 years ago. I mean, back when I started there were ZERO 25+ yr old RPG people that I was in contact with. Obviously Gygax and some of the wargame people WERE older, but for a long time games were often being run by high school kids and college students, and maybe people up to their late 20's who were likely to be in the same place for 5 or even 10 years and had time to play. I know from around 20 to my late 20s was probably the main time when was in longer games.

And with tons of other instant gratification media out there, games have to be snappy and deliver or they will lose out. I mean, there will always be games that cater to longer format play, but I really think we're in an age when it is not the dominant form.
 

If adherence to realism is an actual priority for a GM, then

-PCs should go months, if not years, between getting into notable fights, unless they're in the frontlines in a war. Campaigns that aren't set during a war should probably fast forward years or decades between sessions.

-Melee combat should be completely awkward, confusing, and full of broken weapons and people rolling around in the dirt with knives.

-PCs should probably get dysentery pretty often and definitely die from infections on the regular.

-Most D&D-style wandering adventurers should be considered the worst scum of the Earth by everyone who isn't one, literal murder hobos too desperate or stupid or unstable to do anything else.


Seriously, c'mon with this realism stuff. Be honest about whether you want realism—as adjudicated by you, the GM, blessed with your towering intellect and mastery of all topics before you—or you want to apply a patina of self-aggrandizing importance to a campaign about sticking swords in orcs' bellies.
Mod Note:

I‘m pretty sure most people in this thread can distinguish between “reality” (which is what you described in your post) and “realism” which reflects reality as much as the fiction writer(s) please.

Which makes your post’s coda a nasty 1-2 punch that does nothing but score you some Internet points at the cost of some of this thread’s (dwindling) civil discourse. And enough jabs like that can earn you a different kind of points, understand?

Disagree with others if you want, but don’t become disagreeable when you choose to do so.
 

Mod Note #2:

Some people in here are denigrating the playstyles of others while simultaneously doing the exact same thing themselves. Let’s put the kibosh on that before the thread- which is generating an unusual amount of reports- gets locked.
 

That's simply impossible. I mean, literally impossible. Whatever you grasped is flat out wrong. If I am basing my decisions on reason, that is mutually exclusive to basing it on a whim(arbitrary). Whatever it is that you grasped cannot alter reality and make me wrong about this.
WTF???!!!! Impossible! I don't like it, therefore it is literally impossible, the most powerful sort of impossible! Listen to yourself. Listen to what you are told, your decisions are based on what you feel like playing, there's nothing reasonable OR unreasonable about having preferences, but there's no LOGIC to it.
I suppose you might use the definition of arbitrary that means that I am acting as a judge and being an arbiter, but the context of use here is not that. People here use it to mean whim in order to put down the style that they dislike, so I push back against that inaccurate depiction of what it is that I do.
No, we simply see through this whole charade Max. Years or decades ago we saw it in a rational light and stopped pretending it was somehow based on anything but whim. I say that, and yet I don't hate trad play. I find some aspects of it which some of you all seem to really cling to as negative, but there can be really excellent trad play, it just doesn't imagine that there's anything realistic going on.
False. That's not only what it is based on.

Even if it was, though, as long as it is all based on reason, arbitrary never comes into play. Even going back to the construction of the original campaign(if the DM created it), the design of the campaign is based on reason. What's more, even if the original world was created completely on a whim, further decisions that use that whim as the foundation for the decision are in fact not arbitrary. I would have a reason for the decision that I just made. What happened originally doesn't alter the fact that I would be using reason for the decision.
There's no reason here. Tell me, what would be the 'reason' why orcs and not goblins? I don't think any world I've ever seen is constrained enough to put forth a MODEL BASED logical reason for one over the other, period. Its pure aesthetics or whatever.
 

I don't find this very helpful. I mean, why aren't character described the way they are in novels: by name, appearance, aspirations, relationships etc?
This is exactly what led me down the primrose path away from games where realism in the D&Dish sense is a priority. I’d say that my top priorities these days are 1) characters’ interior lives and 2) the evocation of genre conventions and expectations to produce game play that “is like” something - specifically, a set of stories sharing some significant features.
The reason there isn't a person alive who has every circumstance they encounter meet some sort of personal dramatic need is because real people, not being characters in fictions, don't have dramatic needs.
As a real person who is seriously disabled, I certainly have dramatic wants.:)

I would say that even if players are being proactive, if you're not skipping over uninteresting aspects of their lives it challenges willing suspension of disbelief for everything that they experience to be dramatically relevant. The zooming out or skipping over part (i.e. control of pacing) is mandatory IMO for resolving the tension between realism and drama.
Yes, but this seems kind of vacuously true, in that as nearly as I know, everybody [/I] skips and compresses. Genuinely, I can’t think of more than a literal handful of gaming sessions I’ve seen or heard about in 45 years of gaming that unfolded in anything close to 1:1 time. And what everybody doesn’t can’t be very diagnostic. The differences would be in the criteria for zooming in and out, in expectations and outcomes.
 

No, we simply see through this whole charade Max. Years or decades ago we saw it in a rational light and stopped pretending it was somehow based on anything but whim.
I'll assume by this you're not trying to suggest that trad play is irrational (and I don't think you are) but note that as written your phrasing here can be parsed that way.
I say that, and yet I don't hate trad play. I find some aspects of it which some of you all seem to really cling to as negative, but there can be really excellent trad play, it just doesn't imagine that there's anything realistic going on.
So alright, if trad play can't do realistic, what can?
 

Genuinely, I can’t think of more than a literal handful of gaming sessions I’ve seen or heard about in 45 years of gaming that unfolded in anything close to 1:1 time.
True, though it can go both ways: I've had 15-ish minutes of in-game time take three sessions to play out, and a single in-game day take nine; and have also had sessions where weeks of in-game time went by in a relative heartbeat.

Over the long term my games end up going a bit slower in game time than in real time, averaging roughly 1 year game time for 2 years real time. This is often due to the same stretch of in-game time being played through more than once by different parties e.g. party A will adventure during March of (in-game) year xxx, then we'll play party B in an adventure in February-March of that same year; thus in the fiction both parties are in the field at the same time and they'll all meet up in April sometime.

In real time, however, these two parties would be run one after the other; thus if each of those adventures hits my long-term average of about 9 sessions each you're looking at 18 sessions, which is about 4 real-world months of regular weekly play.
 

I'll assume by this you're not trying to suggest that trad play is irrational (and I don't think you are) but note that as written your phrasing here can be parsed that way.
My take is that in between “rational” and “irrational” there is a vast hinterland. At the poles, logic is decisive, whether for or against. In between, many things are “reasonable”, compatible with much reasoning but not carrying the weight of a strong determination. X is reasonable, given A, B, and C. But Y and Z are too, and the choice is made on ground they are fundamentally about reason: aesthetics, sense of interesting game play, giving a bit of extra good time to the player who had a very crappy time lately, etc. I don’t think any of those is hostile to reason - though obviously this depends on definitions - it’s just that reason isn’t making a decision alone.

I think that reason alone is almost never sufficient when it comes to artistic works of imagination, which RPG campaigns are. Actual life is very often non-retinopathy in important ways, and that’s with vastly greater info density than any campaign can have. There just isn’t enough in a campaign for reason to work alone.

@Lanefan : Yeah, zooming in is definitely a thing some sessions. It’s like comic books that cover a year every 12-18 issues, which is often a few days shown in great detail and then zooming ahead.
 
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Yes, but this seems kind of vacuously true, in that as nearly as I know, everybody [/I] skips and compresses. Genuinely, I can’t think of more than a literal handful of gaming sessions I’ve seen or heard about in 45 years of gaming that unfolded in anything close to 1:1 time. And what everybody doesn’t can’t be very diagnostic. The differences would be in the criteria for zooming in and out, in expectations and outcomes.
I've had bad experiences with DMs who don't skip over enough. It can feel very frustrating, wandering around talking with NPCs but not finding anything interesting to do or interesting decisions to make.

Or maybe I just want to spend 100 gp buying spell components for Find Familiar x2, so I tell the DM I want to go to the market to buy it, and he starts describing being at the market... and I'm too new to tell the DM explicitly, "I'm not actually interested in the market. I was hoping you'd just say, 'okay, it's done and you have your components now' so I could go do something interesting."
 

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