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Worlds of Design: Gun vs. Sword
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<blockquote data-quote="billd91" data-source="post: 7807202" data-attributes="member: 3400"><p>Well, yeah. So what? If the genre mix doesn't work for you, it doesn't work for you. If you're expecting something modeling reality rather than genre, you're going to be out of luck. </p><p></p><p>But I think you're also skating on another problem that comes up - when specialized player knowledge exceeds the game designers' or GM's knowledge. You see it a lot when a game includes something relatively abstract - like a weapon's qualities, AC, or even lumping every equine into a monster stat block called "Horse". Some player with a modicum of more specialized knowledge pipes up with "That's not realistic" and proposes house rules to model their understanding of reality and end up making it too hard to deal with and/or useless. </p><p>My favorite example of this was back in the 2e days when people circulated netbooks of house rule ideas. Someone with too many brain cycles on hand took what would be a fairly simple single proficiency, Heraldry, and blew it up in a multiple proficiency nightmare of specialization because they knew someone proficient in heraldry would have to have a foot in lots of other knowledges and skills and made the logical leap they needed to basically be fully proficient in each one. It was unwieldy and pointlessly nitpicky. The game was better served by a broader abstraction that allowed a character to have a useful bit of skill without forcing them to have dissertations in multiple fields (a bit like Profession skills in 3e/PF as well).</p><p></p><p>Yeah, based on your (and many other peoples') knowledge of technology, the game may be lagging. Does it really matter? If it does, don't play it. If you still want to play it, you have to acknowledge that abstractions in ways that support the style and genre make the game playable.</p></blockquote><p></p>
[QUOTE="billd91, post: 7807202, member: 3400"] Well, yeah. So what? If the genre mix doesn't work for you, it doesn't work for you. If you're expecting something modeling reality rather than genre, you're going to be out of luck. But I think you're also skating on another problem that comes up - when specialized player knowledge exceeds the game designers' or GM's knowledge. You see it a lot when a game includes something relatively abstract - like a weapon's qualities, AC, or even lumping every equine into a monster stat block called "Horse". Some player with a modicum of more specialized knowledge pipes up with "That's not realistic" and proposes house rules to model their understanding of reality and end up making it too hard to deal with and/or useless. My favorite example of this was back in the 2e days when people circulated netbooks of house rule ideas. Someone with too many brain cycles on hand took what would be a fairly simple single proficiency, Heraldry, and blew it up in a multiple proficiency nightmare of specialization because they knew someone proficient in heraldry would have to have a foot in lots of other knowledges and skills and made the logical leap they needed to basically be fully proficient in each one. It was unwieldy and pointlessly nitpicky. The game was better served by a broader abstraction that allowed a character to have a useful bit of skill without forcing them to have dissertations in multiple fields (a bit like Profession skills in 3e/PF as well). Yeah, based on your (and many other peoples') knowledge of technology, the game may be lagging. Does it really matter? If it does, don't play it. If you still want to play it, you have to acknowledge that abstractions in ways that support the style and genre make the game playable. [/QUOTE]
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