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Why do RPGs have rules?
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<blockquote data-quote="AbdulAlhazred" data-source="post: 9042907" data-attributes="member: 82106"><p>Honestly? I don't have a ton of problem with the sort of rules that I would call 'simulationist', but that's because they are simply basic handling of consistency and predictability. So 4e has a falling damage rule, which is fine, its a narrativist game (at least as I play it) but it also pays pretty close attention to mechanical integrity as a mechanism of stakes setting. So, the idea that paragon cliffs are going to be, say 50'+ drops and that will do 5d6 damage is fine. We all know what it means to be messing around with taking a fall at 15th level, the damage will certainly not kill you, but it won't be completely trivial either (15th level PCs probably have in the ballpark of 100 hit points). </p><p></p><p>Now, in Dungeon World such a rule probably wouldn't really be needed. It might actually work, but the GM is likely already going to assess a reasonable amount of damage based on the degree of hazard, which is again probably tied loosely to character level. DW hit points don't go up a lot, but they do increase somewhat. So DW rules definitely don't mention things like physical rules that relate to fiction such as D&D-esque falling damage. OTOH if you fall 100' the GM is going to basically say "hard move, you crash to the rocks 100' below and your body is broken, you are now at Death's Door..." That seems realistic ENOUGH, but has no 'sim' character to it.</p><p></p><p>So, I would say DW replaced rules related to handling physical reality with a concept of dramatic events which includes a sense of realism as a component, but not one that is particularly tied to specific mechanical subsystems like 'falling damage'.</p></blockquote><p></p>
[QUOTE="AbdulAlhazred, post: 9042907, member: 82106"] Honestly? I don't have a ton of problem with the sort of rules that I would call 'simulationist', but that's because they are simply basic handling of consistency and predictability. So 4e has a falling damage rule, which is fine, its a narrativist game (at least as I play it) but it also pays pretty close attention to mechanical integrity as a mechanism of stakes setting. So, the idea that paragon cliffs are going to be, say 50'+ drops and that will do 5d6 damage is fine. We all know what it means to be messing around with taking a fall at 15th level, the damage will certainly not kill you, but it won't be completely trivial either (15th level PCs probably have in the ballpark of 100 hit points). Now, in Dungeon World such a rule probably wouldn't really be needed. It might actually work, but the GM is likely already going to assess a reasonable amount of damage based on the degree of hazard, which is again probably tied loosely to character level. DW hit points don't go up a lot, but they do increase somewhat. So DW rules definitely don't mention things like physical rules that relate to fiction such as D&D-esque falling damage. OTOH if you fall 100' the GM is going to basically say "hard move, you crash to the rocks 100' below and your body is broken, you are now at Death's Door..." That seems realistic ENOUGH, but has no 'sim' character to it. So, I would say DW replaced rules related to handling physical reality with a concept of dramatic events which includes a sense of realism as a component, but not one that is particularly tied to specific mechanical subsystems like 'falling damage'. [/QUOTE]
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