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Worlds of Design: A Time for Change
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<blockquote data-quote="MGibster" data-source="post: 7785062" data-attributes="member: 4534"><p>I don't see why a narrative device that works for a beloved fictional story won't work for a game world because it suddenly breaks immersion. Lord of the Rings has been adapted into several role playing games over the years. Did the unrealistic length of the game world's history cause a problem for many players? I don't think so. </p><p></p><p>You're absolutely right that 10,000 years of a culture not really changing very much isn't realistic. But when people sit down to play a fantasy role playing game I don't think it's a problem for most of them. They're already playing in a world with people who can turn into bears and fly on magic carpets.</p></blockquote><p></p>
[QUOTE="MGibster, post: 7785062, member: 4534"] I don't see why a narrative device that works for a beloved fictional story won't work for a game world because it suddenly breaks immersion. Lord of the Rings has been adapted into several role playing games over the years. Did the unrealistic length of the game world's history cause a problem for many players? I don't think so. You're absolutely right that 10,000 years of a culture not really changing very much isn't realistic. But when people sit down to play a fantasy role playing game I don't think it's a problem for most of them. They're already playing in a world with people who can turn into bears and fly on magic carpets. [/QUOTE]
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