But dont games without enough realism feel lazy and somehow pointless? If the game lacks rules or structure, it just feels useless to play it. I like it when I have to think a lot about what I am doing and when I achieve something that was hard to achieve, its just so rewarding when you do everything right. Realism is simply the best system out there, the biggest and most tested one at least.
Without realism, games are either too easy and pointless, or do not make much sense/full of loopholes or paradoxes or I dont know.
Depends on how far the realism's gone. Having some realism such as bleeding wounds in a game can make it more immersive and gritty, bit if the DM is charting up complex rules for weapons against armor, and where magic comes from and whether or not the sudden addition of matter causes air to violently push from the spell, you're playing with the wrong guy.
At the end of the day, the game should be fueled by common sence and fun.
>>44918349 Fuck you mate. Realism is by far the best form of internal consistency. If you lack realism, the players don't have the ability to predict what will come of their actions and everything becomes a mess. You rob them of initiative if you remove realism.
>>44918528 >You can do a game as absurd or down to earth as you like, but what really matters is a consistency of tone. Which is why almost all variations of D&D sucks ass, because it loves its reality breaking wizards, while keeping everything else realistic.
>>44922370 You are on the damn computer. Instead of typing that in the text box and doing a captcha, you could have typed it into the address bar an pressed enter, and Google would give you the definition. You somehow put more work into being lazy than me.
>>44918349 As a poet once said, "Because I don't have enough talent, I depend upon reality."
Making a world isn't too far a cry from writing a poem or a story. Everything that you can imagine or create is somehow based on what you've seen or can visualize somehow, and an RPG world is going to be based off of various cultures and settings. You can't avoid trying to make things somewhat realistic, if everything is based at least loosely in reality and follows an internal logic.
>>44918349 Does anyone know if there's a splatbook with stats for Realism? I'm about to run a campaign where the players defeat it and become the new kings of roleplaying. It'd be nice to not have to make up stats on my own!
>>44924829 ...I don't think you know what you're talking about. Internal consistency allows for magical situations if magic is part of the setting. Magic as a tool of gameplay causes issues in Dungeons and Dragons because the way the Dungeons and Dragons usually works doesn't take into account the ramifications of having magic on the scale that the gameplay allows for. This breaks immersion, because it's not a realistic portrayal of the existence the game's rules would imply occurs.
>>44926917 Okay, let me put it like this. Look at the Wish spell. Wouldn't it make sense that someone would have exploited its existence to warp the world into their desires, or at least gather great wealth for themselves? Things like Create Food and Water would be in high demand- most towns would probably try to find a way to mass-produce scrolls of that sort. With all the things magic can do, why hasn't it seen far greater use outside of the titular dungeons? The ideal society would consist of spellcasters empowering one another and every group focusing on developing new spells. It's things like that that make people scratch their heads.
>>44927040 The fact that people are limited in spell castings per day does mean that things like create food are not that much of a problem and I think its implied in most settings that anyone above lv5 is far beyond an average person so these spells wouldn't be widespread
>>44927307 Here's the thing, as soon as one guy makes the cut, what's to stop him from 'uplifting' his companions? One wizard starts up an academy for noble twats to line his pockets, and suddenly we go from one Level 5 spellcaster to him plus twenty or so Level 1s. Assuming the first guy got to Level 5 himself, they might try to turn a profit the same way. Say only two of the new students make it to Level 5 from that point, the rest either bitch out or die. Even if only one of them decides to open a new school, imagine how many people would pay to learn to do magic if it means they can protect themselves and don't have to rely on guards? Obviously I'm overthinking these things, but magic is extremely valuable. Even being able to cure one poison or cast one spell of 1d8 healing is as good or better in a pinch than years of medical experience.
>>44927477 Yea I see what you mean If I was making a setting I suppose I would need to write in some fluff about overuse of magic being bad like all spells draw from a global mana pool or something like that to stop magic being an obvious solution for mundane problems
>>44928236 Honestly that seems a bit too easy in itself, once the infrastructure is in place it's not a problem for any mage in particular. I think if magic is going to demand sacrifice then sorcerers should have to personally bloody their hands if they want to get ahead.
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