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*TTRPGs General
Worlds of Design: The Hierarchy of Authenticity
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<blockquote data-quote="Koloth" data-source="post: 9809379" data-attributes="member: 6706231"><p>It is very likely that PCs might well accept the pain as the price of fame and fortune. In recent versions of D&D/PF, character death is normally a rare thing. Most combats are designed to attrition resources, not kill characters. Most NFL football players accept the risk of severe injury and even the remote but real risk of death as the trade for fame and fortune. And most football players are eager to get back out on the field after an injury. A RPG combat designed to attrition 25% resources probably results in less severe injuries then many NFL games. And the PCs know that they will be healed within a few minutes of the end of fighting. NFL players are stuck with real life recovery times of days, weeks or even until the next season. Plus PCs of level enough to have access to raise dead type spells know the even death can be fixed. </p><p></p><p>For a more combat type activity, note that MMA fighters keep getting back in the ring even after being beaten unconscious the previous fight. And like NFL players, the MMA fighter does not have access to the instant recovery that most PCs experience.</p><p></p><p>Part of the issue with character authenticity is how the PC's world works. Many RPGs abstract combat with HP. The character stays fully functional until reduced to 0 HP. No real injuries are noted or tracked. So no broken arms, smashed noses, missing teeth, or whacked off hands. Why would a character in such a world worry too much about fights? Its not even a flesh wound, just a loss of a few HP. No worries. The average PC has little reason to react like real world players would in a real world bar fight.</p></blockquote><p></p>
[QUOTE="Koloth, post: 9809379, member: 6706231"] It is very likely that PCs might well accept the pain as the price of fame and fortune. In recent versions of D&D/PF, character death is normally a rare thing. Most combats are designed to attrition resources, not kill characters. Most NFL football players accept the risk of severe injury and even the remote but real risk of death as the trade for fame and fortune. And most football players are eager to get back out on the field after an injury. A RPG combat designed to attrition 25% resources probably results in less severe injuries then many NFL games. And the PCs know that they will be healed within a few minutes of the end of fighting. NFL players are stuck with real life recovery times of days, weeks or even until the next season. Plus PCs of level enough to have access to raise dead type spells know the even death can be fixed. For a more combat type activity, note that MMA fighters keep getting back in the ring even after being beaten unconscious the previous fight. And like NFL players, the MMA fighter does not have access to the instant recovery that most PCs experience. Part of the issue with character authenticity is how the PC's world works. Many RPGs abstract combat with HP. The character stays fully functional until reduced to 0 HP. No real injuries are noted or tracked. So no broken arms, smashed noses, missing teeth, or whacked off hands. Why would a character in such a world worry too much about fights? Its not even a flesh wound, just a loss of a few HP. No worries. The average PC has little reason to react like real world players would in a real world bar fight. [/QUOTE]
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