Topic: Opinions on accuracy and realism
Started by: dreamborn
Started on: 12/29/2006
Board: Actual Play
On 12/29/2006 at 4:27am, dreamborn wrote:
Opinions on accuracy and realism
Hello All
I am sure this is GM and group dependant but I shall ask anyway. If you are playing in a semi historic campaign how do you feel about the required level of realism and accuracy. For example, in a recent campaign I was playing in the GM was trying to run a Old West type game where magic existed. His knowledge of long arms was directly related to the ruleset he was using. During the course of play the players were being fired upon by a villain using a sharps rifle mode 1860. One of the players (a historical gun nut) based his actions on the effective range of this gun and was irate when the rules were grossly off. An argument ensued, and over an hour was wasted while the GM and players debated this issue.
Please state whether your opinion is from a GM or player perspective.
NOTE I was a player during this game, I was an American Indian and only had a bow, and a knife. But, being a veteran GM I was of the opinion that it's only a game. And I didn't care if it was perfect, as long as both sides could consistently use it the same way.
Thanks
Kent Krumvieda
www.dreamborn.com
On 12/29/2006 at 7:26am, Glendower wrote:
Re: Opinions on accuracy and realism
dreamborn wrote:
I am sure this is GM and group dependant but I shall ask anyway. If you are playing in a semi historic campaign how do you feel about the required level of realism and accuracy. For example, in a recent campaign I was playing in the GM was trying to run a Old West type game where magic existed. His knowledge of long arms was directly related to the ruleset he was using. During the course of play the players were being fired upon by a villain using a sharps rifle mode 1860. One of the players (a historical gun nut) based his actions on the effective range of this gun and was irate when the rules were grossly off. An argument ensued, and over an hour was wasted while the GM and players debated this issue.
Please state whether your opinion is from a GM or player perspective.
Tricky question. Realism is a really iffy word, it tends to mean different things to different people. I don't know if that's what's happening though. I think the bigger question has to do with the people at the table.
We got two characters that are in opposition. The villain and the player's Cowboy/Gunslinger/whatever. I'm assuming that this is a gunfight.
The GM is trying to follow the rules, and the player is challenging these rules. A power struggle results, the player is using his knowledge of firearms and the GM is trying to maintain authority with the game rules. Neither backs down. The game grinds to a halt.
As a person (the player/GM divide is nonsense, we're all people), I'd be annoyed that the argument went an hour, as my time is precious and shouldn't be wasted bickering over something like weapon ranges. That sounds like zero fun to me.
I can't see how that would be fair to the other players at the table. What were you doing for that hour? What were the other players not involved in the argument doing?
On 12/29/2006 at 2:33pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
What were you doing for that hour? What were the other players not involved in the argument doing?
As I mentioned above I tried to resolve it by saying it is just a game and as long as both sides used the same rule consistently it is play balanced. I even tried to say that the rifle was not a sharps but a cheap Mexican rifle. But then the player wanted to design a real sharps, during game play! BUT as I normally am GM I refused to take over the other GMs game. Also only 2 of the players we familar to me, the others, including the GM were new to me. I listened, and read the Deadlands rulebook.
The other players were jumping from one side to another of the argument. In a way it was interesting to see the game disolve. I think the big problem was the one gun nut had expectations about the game and game system, and was really frustrated that his vision of the old west was so different from that of Deadlands.
So in summary it took me 1.75 hours to drive to the game. We had dinner and talked for about an hour. We played for about 4.5 hours of which an hour was wasted on argument. Then I got to drive back home (another 1.75 hours) in the wee hours of the morning wondering if I wanted to game with these people anymore.
On 12/29/2006 at 4:05pm, Ron Edwards wrote:
RE: Re: Opinions on accuracy and realism
Hiya,
I think that you've provided a very good clarification of what you mean by "just a game," which in a lot of cases is used vaguely and even dishonestly. But that last bit in your latest post is extremely helpful and let's look at it a bit more. I'd like to present the idea that "just a game" for you should be re-stated ... and in doing so, the new statement is going to be useful.
It's a matter of worthwhile effort, isn't it? If you're going to spend that much time dedicated to socializing and playing with them, then how much fun is arguing about the rifle? The flat, obvious answer is that it's not.
Now, if this were "just" a game for you, then who cares if it's time wasted. But it's not "just" a game for you. It's important. You invested a lot of time and effort and attention into this. And these guys squandered that investment in their stupid argument. It's like someone who's trained and studied and worked to become a good baseball player (that's you) and then had to endure the participation of people who could not agree on where the left-hand foul line is.
Now, that's not a totally trivial decision, because it has constant consequences for play. Your post shows that you know that the issue does have to be solved ... but also that it's only a matter of choosing which one, not which one is right. In other words, to you, it was more than "just a game" and to them, it was less than "a game" (i.e. fun thing to do) and became a venue for an ego-driven, advantage-driven confrontation.
I've written a lot about leadership recently, in the thread You've landed on gaming group "Park Place," play $15 rent. I think that what I wrote there is relevant to what you're bringing up here, and I invite you to look over that thread and my posts (note that a number of people did not understand them, as shown by their replies).
And, with all that in mind, I'd like to know more about this group you're talking about.
1. How long have you all been playing together, and how often?
2. What game system/rules are you using, and is it the same one you always use, or have you played several together?
3. Did anything fun for you happen during that particular session? What was it?
Best, Ron
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On 12/29/2006 at 7:22pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
Hi Ron
And, with all that in mind, I'd like to know more about this group you're talking about.
1. How long have you all been playing together, and how often?
2. What game system/rules are you using, and is it the same one you always use, or have you played several together?
3. Did anything fun for you happen during that particular session? What was it?
Best, Ron
1. 4 of the 6 (this includes GM) I met for the first time that night.
2. 2 of the 6 played every week in my campaign during college and graduate school (10+ years of RPG experience)
3. I have GM/DM many, including D&D 1st and 2nd edition, MERP, RMSS, Amber, Star Wars, Shadow Run, GURPS, Traveller, TOP SECRET, Boot Hill and many others. I have been GMing since 1980. Currently, as you know I am designing and publishing my own roleplaying system, i.e., Omnificent Role-playing System (ORS). The 2 that where my players also played in many of the above, 1 of which DM twice.
4. Based on one of the 2 players that I knew, who personally wanted me to join their group, I came to the game. I think Deadlands seemed like a cool concept. The Old west except magic works, it is similar to my campaign setting of Terra 1592, where everything happened in history just like the history books said but maybe not for the reasons it said.
So as you can see the setting and the vision of the game seemed interesting to me. So I gave it a try. Also I like to occasionally be a player, as I usually am the GM/DM (I like to play too). I was the last player of the group so I got an American Indian with a bow and a knife. :^) Not really my first choice but I thought I could have fun. I had fun trying to roleplay a proud American Indian fighter, and I actually defeated a gunman with my bow, shot an arrow through his hand as he tried to shoot me with his Navy 36 revolver. This was because I entered a white saloon, and didn't leave quick enough to suit him. It was interesting to note that the all-for-one and one-for-all motto didn't apply to most of the players.
Anyway, my friend apologized for the group later in the week and I came back the next Friday. What happened, no hour long debates but the GM cursed my bow (as part of my prehistory??), so now I only could use a knife. The second game seemed to change from a standard RPG to a miniatures game, and we had a co-GM (again new person to me). The game involved boarding a moving train, defeating some undead, rescuing some Rail Baron's daughter. Which we accomplished, and it was mildly entertaining. During the game the GMs really played up the racism part, as I was the only red-man in the group, and on the train. His version of history was the only good Indian was a dead Indian. I am no history buff of the pre-civil war era (I like the Elizabethan Era) but I doubt every white man had that view, but that is how GM roleplayed it.
The second game was better but I felt the Deadlands system (as least as it was GMd) seems over-powered by the magic. By this I mean, I couldn't believe with this level of power of magic, monsters, etc., that the 95% of the normal people could even survive in the world. The willing suspension of disbelief was really strained. All in all, I felt the GMs needed to gain experience, and the players needed to roleplay a bit more. The only roleplaying seemed to be how can we insult the injun. Personally, it wasn't worth it for me (my free time is limited) and I never returned. I heard from one of my players that the campaign disintegrated after only 3 more games anyway.
Getting back to the realism part of my question. In my current ORS campaign, I am attempting to make a campaign world setting that is believable, magic is integrated but contrained and controlled by the church. Most people believe in magic and some folklore monsters but most have never seen anything first hand. The church has historically played a big role in this, but with the reformation happening they are losing some of their control. Anyway, as I said before the players enter the game fall of 1592, and everything in history has happened. Potentially, as they advance in worldly experience they may change the course of history, currently they have not. No-one seems to have a problem willing suspending their disbelief. BUT the question is what are other players and GMs experience with realism.
Do you like high fantasy games where magic is king? Or believable magic. My problem is that in high fantasy campaigns the entire medieval / Renaissance setting would get distorted by that level of magic. It is not realistic, economic systems would change, legal systems would change, social class systems would change, etc. etc. Would the world even be stable? So what are your opinions of accuracy and realism.
On 12/29/2006 at 8:07pm, Glendower wrote:
RE: Re: Opinions on accuracy and realism
dreamborn wrote:
The only roleplaying seemed to be how can we insult the injun.
That sounds pretty damn terrible. Did the four people you met play together often? It sounds like a pretty sad case of "screw with the newbie" that I've seen in a few games. At any rate, good choice to ditch these chumps.
dreamborn wrote:
No-one seems to have a problem willing suspending their disbelief. BUT the question is what are other players and GMs experience with realism.
You actually kind of answered the question. Realism is up to the group to decide. The really important thing is that it has to be pretty explicit, and discussed beforehand by all the people playing. If everyone buys into the concept of "Magic in the Middle Ages", and everyone has the same imagined world in their heads, then there won't be any problems.
Problems occur when there are people with different imagined worlds in their heads. Take the guy with the gun fetish. He had a very different image of the Wild West setting than the GM, and that caused sparks to fly. Or in the follow up session, where they seem to think it's open season on "them Injuns", while you're thinking "Everybody racist? That's silly." They think one way, you think another. This leads to no fun at all.
So that's my answer. So long as everyone's on board, with the same expectations and the same imagined world in their heads, then the level of realism will be set to whatever the group thinks is appropriate. The key is getting everyone to agree on what the imagined world looks like.
On 12/30/2006 at 12:35am, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
That sounds pretty damn terrible.
Oh it wasn't that bad, it wasn't an attack at me they thought they were roleplaying, and I roleplayed along. They weren't trying to screw the newbie.
Realism is up to the group to decide.
Yes, the group may decide on a level of realism, but my question is what you prefer from your experience.
On 12/30/2006 at 6:11am, Glendower wrote:
RE: Re: Opinions on accuracy and realism
dreamborn wrote:Realism is up to the group to decide.
Yes, the group may decide on a level of realism, but my question is what you prefer from your experience.
(Trying for humor here, to illustrate a point)
Let's see... Level 5 realism. If we're going with color coding, I'd go with Blue level realism, maybe with a touch of Mauve.
(Humor attempt complete)
Of course, this doesn't really answer your question at all. That's kind of my point. Accuracy and Realism are not useful terms as they are constantly negotiated within the group during play. As I said, everyone at the table shares this idea of what the world looks like, and so long as we all agree on the same idea, then I am at my Blue/Mauve (again, tongue in cheek) happy level of realism.
This negotiation is a result of taking the time beforehand to clearly discuss, as players, what setting we're using, what rules we're using, what character's we're playing, and what situation we're chewing our way through.
And through using the setting, the rules, the character, and the situation we add in those little details to color our imaginary world, and make it seem more tactile, more real. That sense of realism is a happy fuzzy feeling from having the table gel into the same imaginative space, the world that's being created as play progresses.
On 12/30/2006 at 3:05pm, Ron Edwards wrote:
RE: Re: Opinions on accuracy and realism
Hiya,
I think I should step in with a more leader-ish role for a minute ...
Dreamborn, the reason people aren't giving you their opinions is because this forum doesn't permit opinion polling. That's a constructive choice on my part - in practice, it doesn't accomplish anything. If 80 people all gave you their opinion on what was or wasn't realistic, you'd have 80 points of fluff with no meaningful average and no meaningful bounds.
Instead, Jon (Glendower) is trying to focus on getting away from the use of "realism" as a terminological crutch, and toward identifying what aspect of "imagining together" works best for you. Maybe through our discussion here, you can find a way to articulate what you want that can help avoid sitting through so many hours of frustration and unmet effort in the future. That, to me, seems like a more worthwhile goal than compiling a bunch of reactions to what is, ultimately, a wholly undefined term.
So, it's up to you, but I suggest taking his lead and seeing where it goes.
Best, Ron
On 12/30/2006 at 5:42pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
Hi Ron
this forum doesn't permit opinion polling
Thanks for the info.
Very well, this shared illusion must start from the GM. It is his game and he is the character's 5 senses. His narration provides the spark, the germ of what every player imagines. The players respond/react, forcing the GM to add detail where needed, further enhancing the illusion. This interaction, this give and take between GM and player will naturally establish a level of realism that satisfies the group.
So have I echoed back to you what you were saying, Glendower? If I am then I think we are in agreement.
Kent
www.dreamborn.com
On 12/31/2006 at 12:47am, Noon wrote:
RE: Re: Opinions on accuracy and realism
Hi,
Lets call the following quotes contents a process
dreamborn wrote: Very well, this shared illusion must start from the GM. It is his game and he is the character's 5 senses. His narration provides the spark, the germ of what every player imagines. The players respond/react, forcing the GM to add detail where needed, further enhancing the illusion. This interaction, this give and take between GM and player will naturally establish a level of realism that satisfies the group.
Agreement begins at deciding which process to agree to (as a participant at the gaming table), rather than a process occurring and somehow agreement is created because of that. Process doesn't produce an agreement that things are realistic. Agreement approves of process - deciding 'yes, that process will produce realism!'.
It is rather an odd agreement as it's self forfilling. For example, in reality you agree candles can be lit because they can. While the above process - well, it cannot be realistic unless you believe/agree it can. By believing in a process, you imbue it with the quality of producing realism. However, as we are used to things working as they actually are in reality (the candle can be lit), it's a habit to think that the process inherently has the power to be realistic by itself, regardless of agreement.
Yeah I know, its' a bit 'there is no spoon'. That's as I understand the design issues, so take with a grain of salt. But hey, the whole matrix movies delt primarily with the habit of agreeing with something imaginary as if it inherently had the quality of being real, and how its actually about what you decide is real. And kicking Smith in the head. You even had the architect of the matrix trying to create the perfect process to keep people asleep/immersed/feeling their world was real - yet what made that quest impossible is that it wasn't a matter of process, but a matter of agreement and consent. Just bringing up the movie as its a more fun way of looking at the issue than pure, dry theory.
If that doesn't really gel with you, I recommend ignoring this post for now - it was just a pot shot on my part in case some part of it might help.
On 12/31/2006 at 5:53am, Glendower wrote:
RE: Re: Opinions on accuracy and realism
dreamborn wrote:
Very well, this shared illusion must start from the GM. It is his game and he is the character's 5 senses. His narration provides the spark, the germ of what every player imagines. The players respond/react, forcing the GM to add detail where needed, further enhancing the illusion. This interaction, this give and take between GM and player will naturally establish a level of realism that satisfies the group.
So have I echoed back to you what you were saying, Glendower? If I am then I think we are in agreement.
At the very end there, you got pretty close to what I'm talking about. The part about "satisfies the group". That's really important, everyone MUST be happy with what's going on. The problem I'm having in this case is that you're really putting the entire game on the GM's shoulders, and that is neither fair nor accurate for fun games. The people who play make the game. The GM is just a player with a few extra responsibilities, like the player that brings the pizza, and the player that hosts the game.
Also, personally I dislike the status of a GM as the owner of a game, which was discussed in a few different threads (here and here, and here). If a person plays in a game, they own a piece of it. Their creativity counts in that imagined space just as much as the next person sitting at the table. To say that the GM owns the game means that he can deny additions to the imaginative space.
Again I come back to the hour long argument between the GM and the Gun loving player. In that game, the GM owned the imaginative space, and he blocked the gun loving player from adding to the space. It resulted a long power struggle, and a lot of wasted time. In the second session, you didn't mention that absurd amount of racism on the "injun" because you had realized from last session you weren't allowed to edit the imagined space. The GM had complete control, and you knew that bringing it up would likely result in another hour long argument.
Now, imagine that you could say "I don't think everyone would be that racist" or "that kind of gun should have a different range" without causing noses to get bent out of joint. With the emphasis on everyone participating in growing the imagined space, you have a group of people that can freely exchange ideas, and not one person with the keys to the imaginative vault.
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On 1/1/2007 at 6:21am, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
Also, personally I dislike the status of a GM as the owner of a game, which was discussed in a few different threads (here and here, and here). If a person plays in a game, they own a piece of it. Their creativity counts in that imagined space just as much as the next person sitting at the table. To say that the GM owns the game means that he can deny additions to the imaginative space.
Hmmm, I will agree the GM does NOT necessarily own the game. If I said that I was painting with too broad of a brush. So, let me put it this way, if you are hosting the game at your house and you are the GM, yes you can deny additions to the imaginative space. In other words you can ask them not to come back or find a different game or just not host the game at your house and not GM the game. No you don't own the game but any player or GM can leave if they want, or decide as a group to 'kick someone out of the game'.
and you knew that bringing it up would likely result in another hour long argument. Now, imagine that you could say "I don't think everyone would be that racist" or "that kind of gun should have a different range"
No I didn't know it, but I suspected it. The reason I didn't press the point about the gun or the level of roleplaying was that I was deciding if there was even a close match for me to be a player with this group. I made the decision that the GM and the players could never sustain a campaign. I also made a decision that I didn't match (sync) with their style of play. So I bowed out. Like I said before my intuition was proven correct as the campaign dissolved after 3 more sessions. I wasn't there for those sessions I heard that from a player who was in that campaign and in my normal game as well.
Kent
On 1/1/2007 at 8:30am, Glendower wrote:
RE: Re: Opinions on accuracy and realism
dreamborn wrote:
Hmmm, I will agree the GM does NOT necessarily own the game. If I said that I was painting with too broad of a brush. So, let me put it this way, if you are hosting the game at your house and you are the GM, yes you can deny additions to the imaginative space. In other words you can ask them not to come back or find a different game or just not host the game at your house and not GM the game. No you don't own the game but any player or GM can leave if they want, or decide as a group to 'kick someone out of the game'.
Of course, the GM or another player can deny additions to the imaginative space. But denying these additions means blocking a player from adding his creative touch to the world. And that results directly in the player being less interested, less attached to the game in progress. They don't get what they want, and yeah, they leave. I do not think that is the best solution.
Think about the game you played in. The GM denied additions to the imaginative space. One player found that to be unfair, and there was an argument. This was a power struggle for the player to add in his creative touch, and it sucked because had the GM said "You know the guns of this period? All right! Tell us more!" and it would have been a rich addition to the game. It would have added realism for the player who liked the guns, and enrich the experience for everyone involved. It would have given permission to add in ideas, and the other people playing could have added in the bits that they needed to make the game that much better for them. You could have said what you wanted instead of watching to see if they stumble onto the kinds of things you really like in a game.
The people at the table have no way of knowing what each person needs to make the game better for them. There needs to be an environment where a person can tell the group what he or she wants without causing a huge argument and power struggle. That environment requires the group to trust one another, and to know that their additions to the shared imaginative space will be given some respect and consideration. I just want to be clear here, but the GM is just another player, and this applies to him as well as the others at the table. Everyone at the table needs to get their needs met.
Ultimately, that trust and those additions to the shared imaginative space are what allow a game to be fun. Whether that means it's realistic or action packed or full of story or whatever, the end result is that through communicating with each other, all the players get what they want out of the game they play. I think that is a much better solution.
On 1/1/2007 at 6:30pm, cydmab wrote:
RE: Re: Opinions on accuracy and realism
I've been reading this thread for awhile, but I was holding off on commenting until I could think of a way to ground my comments in my actual play.
I think of "realism" in game terms as almost always strongly in the eye of the beholder. At least for practical purposes, barring months of research/experimentation/etc. by every member of the group.
So play example - our current DnD/Freeform campaign has been divided into two parts. The first part took place in a city, where my character at least had political and underworld connections, and where all the characters had grown up in. We had many sessions where the GM would start off describing a weird event, and then I and the other players would start making up scenes and places and contacts we could go to to get information/resources to react to the event. By having substantial ability to define the world, I was able to tilt events toward what I perceived as "realistic." Sure, the other players and especially the GM contributed as well, and sometimes I regarded some of their additions as "unrealistic." But it was all good in the hood, because there was a nice mix between realistic and unexpected events, that left an overall plausible veneer to the game from my perspective.
In the second part of the campaign, the characters are in a wilderness, filled with mystery and weirdness, with no map other than the one linear road with occasional town on the road. The wilderness was described as superdangerous, supermysterious, and super hard to travel in. As we traveled the GM tossed "random" (as in, unpredictable to the PCs or players) encounter after random encounter at us.
In this environment, it was highly unnatural for us as players to guess at or suggest what would come around the next curve. The only way to do it would have been to break character and aggressively seize narrative control, which was against the perceived norms of the game. The GM was also putting weight on keeping things like "whats up the road" as a mystery, so we couldn't even assert what was the next scene without stepping on the GM's toes. (Before the mysteries were like "who set off the bomb?" so the players could set scenes like "talking to informant" without directly compromising the mystery.) So now the GM was in full control of everything that happened.
Now from my perspective, the GM's sense of reality was "Cartoonish." The magical monstrous setting didn't help either. At best I could imagine it all as intentionally Alice-in-Wonderlandish and so everything was SUPPOSED to be absurd.
What was different is the world was no longer defined by a mix of my sense of realism/causation and the GM's sense, but rather just the GM's sense. Before with the shared input into the setting, we were able to compromise in a way that made everyone satisfied. (Perhaps even better than any one of us could have provided) Now the game setting strikes me as quite a bit silly, although my guess is that the GM thinks its still fine.
On 1/1/2007 at 8:28pm, Glendower wrote:
RE: Re: Opinions on accuracy and realism
cydmab wrote:
What was different is the world was no longer defined by a mix of my sense of realism/causation and the GM's sense, but rather just the GM's sense. Before with the shared input into the setting, we were able to compromise in a way that made everyone satisfied. (Perhaps even better than any one of us could have provided) Now the game setting strikes me as quite a bit silly, although my guess is that the GM thinks its still fine.
I'm in complete agreement here.
I remember one time a group of us was at a French Canadian Restaurant, and their menus were in French. One of us, a local Quebec resident, ordered for us without asking for what we wanted, he simply said "don't worry, you'll like it".
One person was lactose intolerant, and the giant plate of Poutine (fries with cheese curds and beefy gravy) went as poorly as the Cretons on toast went for the vegetarian (Creton is a meat spread). Neither dish was a good idea for me, the diabetic. Had he asked us what we wanted, or at least allow us to tell him what we absolutely didn't want, it wouldn't have been such a mess.
That kind of basic negotiation is normal in social activities like going out for dinner or seeing a movie. The "I like this, I don't like that" kind of conversation is so important to keep an activity fun for all involved. It is the same for an activity as entirely social as Role playing.
On 1/2/2007 at 4:08pm, contracycle wrote:
RE: Re: Opinions on accuracy and realism
Glendower wrote:
Of course, the GM or another player can deny additions to the imaginative space. But denying these additions means blocking a player from adding his creative touch to the world. And that results directly in the player being less interested, less attached to the game in progress. They don't get what they want, and yeah, they leave. I do not think that is the best solution.
Thats not the whole story though. I contend that for some people, those for whom the Fog of War issue is a positive, the ability to refuse additions to the SIS is more important than the power to add. The denial maintains continuity and the coherency of the SIS's logic.
Think about the game you played in. The GM denied additions to the imaginative space. One player found that to be unfair, and there was an argument. This was a power struggle for the player to add in his creative touch, and it sucked because had the GM said "You know the guns of this period? All right! Tell us more!" and it would have been a rich addition to the game. It would have added realism for the player who liked the guns, and enrich the experience for everyone involved.
Or, it could have had a totally sucky effect, in which the GM's carefull balanced scenario is now ruined, play comes to a grinding halt, and NOBODY has any fun whatsoever, not even the player who proposed the change.
That, IMO, is the worst possible outcome; much worse than one player having their personal desires frustrated, and having less fun than they might otherwise.
On 1/3/2007 at 12:12am, David C wrote:
RE: Re: Opinions on accuracy and realism
I think what you're really asking is, "Realism has trade offs, one of them being fun-factor. What is a good level of realism to strive for and remain being fun?"
Realism is a continuity, on one end is fun and the other is accuracy. Lets define fun as intuitive, simple, and creation of an exciting event. Accuracy is "well this is how it really works."
For example, you could have accurate rules stating that a gun shoots 3,000 feet. However, it's a minis game, and 3,000 feet is 50' on most battle mats. Accuracy would dictate the gun has a 3,000 foot range, Fun would dictate the gun has a 90' range (18" on the battle mat - it's a sniper.) First of all, you need to ask yourself, what's suitable for my game? If your game is a WWII simulator, the guns better be accurate. If your game is WWII with mutants, magic, and mad science, the guns can be anything you like. However, you have to establish the level of suspension of disbelief and stay consistent. Made up guns would work better for this, since it keeps the consistency of the suspension of disbelief. Nobody can argue that a Potbelly Shotgun has a range of 50 yards, because I just made that up (I think.)
Secondly, you have to ask yourself "Is this fun?" When Elder Scrolls IV: Oblivion came out (CRPG) a lot of people made realism mods for it. I was reading some reviews, and the one things I kept seeing was "I thought it'd be really cool if I needed to eat, sleep, etc. in the game, but it's actually just a hassle and is boring." Too often, people desire realism without realizing that they don't actually want it. There is a sci-fi RPG I played, it has a neat concept, but the rules are not fun. It has hit locations, rules for grenade fragments, armor thresholds for different parts of your body, how much money you make depending on your skills, how long a skill takes to learn, how your skills are effected if you get gimped by a bullet, etc.
Your game is about the church, magic, and medieval Europe. It sounds fun, (although, it's been done to death.) Honestly, you could do more or less realism depending on what you want. You could do the "Oh, you were stabbed with a sword, well if you don't die, then it'll take about a year to heal." or you could do the "I summon an Angel to heal my multiple wounds." Or something in between.
On 1/6/2007 at 11:10pm, Melinglor wrote:
RE: Re: Opinions on accuracy and realism
Hi, Jon,
Glendower wrote:
Think about the game you played in. The GM denied additions to the imaginative space. One player found that to be unfair, and there was an argument. This was a power struggle for the player to add in his creative touch [snip]
It's funny, I have a rather different reading of the situation Kent describes. I don't see it so much as shutting down a player's input, as one participant (in this case, a GM) sticking to an agreed-upon set of play procedures (in this case, the written rules), and another participant trying to wheedle a different result out of the game by invoking considerations from beyond the game. The GM didn't "deny" anything. He just responded to the player's input with his own input: "You get shot" (or whatever), to which the player responded, "no, no, that couldn't happen because blah blah blah real-life firearms knowledge." I think you described it more fairly earlier in the thread:
Glendower wrote:
TThe GM is trying to follow the rules, and the player is challenging these rules. A power struggle results, the player is using his knowledge of firearms and the GM is trying to maintain authority with the game rules. Neither backs down. The game grinds to a halt.
Hell, it's the player that denied the GM's input, really! It could very well have gone the other way, with the player trying to use HIS firearm a certain way, and the GM saying "no, you can't do that," but in this case it's the GM's action that's being shut down. I've in fact been in this exact same position; early in my Over the Edge game there were a couple of players who took advantage of OTE's loose mechanics to eke every ounce of effectiveness they could out of action descriptions. For instance: "I place him in a hold [describes hold]." *Rolls, success.* Me: "OK, now he's rolling to try and break out of the hold." Player: "No, see, the thing with this hold is, it's unbreakable because there's no leverage." Me: "Uhhhhh, wha?"
That's not "creative input" that would make a "rich addition to the game". It's creative all right, but it's creative bullying. Especially in this case where it's an elaborate sucker-punch. "I engage the mechanics to do this thing." "OK" "Hah! now that I have succeeded, mechanically, at my thing, I invoke supersecret knowledge to prevent YOU from engaging the mechanics at all!! I win OTE!"
Of course, the other factor here is difference in player expectations. if the GM's thinking, "we're playing this game using these rules to resolve conflicts," and the player's thinking, "We're playing this game and striving for realism so all real-world data relevant to the situation supercedes the rules," then of course there's gonna be a clash. The player in Kent's example may have had other motives than getting his own way or asserting dominance or whatever, but the fact is that the motive largely doesn't matter; the result's the same. It's dickish behavior even if the attitude is, "nothing personal, just striving for realism, man."
As I alluded above, it doesn't especially matter whether it's a GM or Player waving the "realism" club. It can happen either way. Except, I guess, that a GM will often have more authority granted either explicitly or implicitly to enforce the realism. If a player advocates a "realistic" adjudication, if the other players are like, "Nah," all he can do is say "but--but--realism!" The GM in many player groups can say "but--but--realism!" AND fall back on "Hey, that's my ruling." In fact, I've got an AP account along those lines that I should write upsometime. The short version is this: I essentially said, "Ok, I'm taking this action available to me as per the rules," and the GM responded, "No, it doesn't work that way because [realism consideration, which is never applied to any other instances of this kind of action when we play], you've got to do it this (more difficult) way instead." And I was like, "No,that's bullshit," and everyone else was like, "why's he so bent out of shape over this? That's the kind of rulings that GMs get to/are supposed to make!"
Now there's a lot going there, which is why it needs its own AP. But for present purposes, consider how it mirrors the situation in Kent's game: One participant thinks they're playing in an environment where certain procedures are honored, and he can safely plan his actions in line with those procedures. . .then another participant brings him up short with "no, it would be more realistic for it to happen in this other way which contradicts those procedures!" The "GM" and "Player" are flipped in this case, but it's otherwise the same.
So I guess this is all coming down to the point that shared expectations is a key factor in enjoying games at all, and the "realism" issue often suffers in this area. Even if all participants DO value realism equally, they're certainly not going to all have the same opinion on what IS realistic! What past experience has taught me is that the whole "invoking personal, real-world knowledge" thing tends to be toxic--it invariably pulls the rug out from under some participant or other every time it's invoked, it leads to dick-comparing contests especially when more than one player employs the tactic, and it's kind of a false ideal anyway. I mean, i used to think (e.g.) all the little niggling mechanical details of GURPS or Champions seeped pretty "realistic," but in the end the conversion of physics or whatever into hard numbers ends up being arbitrary. I'd much rather trim all that off and have smoothness of play instead.
If people want a realistic feel, however, that's much easier to achieve, but I think it relies a lot more on conventions of description/narration than on mechanics.
Peace,
-Joel
On 1/7/2007 at 2:51pm, Ron Edwards wrote:
RE: Re: Opinions on accuracy and realism
Hi there,
Jumping in for one minor point ...
Joel, the only quibble I have with your post is that you refer to the player's realism-expectations as "beyond the game" as a contrast to the GM's rules-expectations as, by implication, in or of the game. I suggest that both of these expectations are very much in and of the game - the player's sudden statement that the rifles have X range, not Y range, is not from beyond the game.
To make my point, I have to use my Big Model thinking, which places Color, System, Situation, Characters, and Setting at exactly the same level of importance relative to play as a whole. I chose to do that very carefully - these things must be integrated in order for play to function at all; what we're seeing in this account of play is a failure to do so.
If System proceeds as written (the rules), then Setting goes crashing down in the eyes of at least one participant, which means the Situation cannot function (there's no Setting for it to be in). If Setting proceeds as proposed by the player, then System must be rewritten, and the problem with that is that the GM has based the current Situation's conflict on the System features of the rifles that he knows the characters have. Both of these people are fighting over the integrity of the imagined Situation. For those of you who know or care about my writings on these five components, you know that such disagreement literally cannot stand - it must be resolved or play ceases, shot in its tracks.
I have more to say about the nature of the interpersonal conflict and why, when it occurs, it is so intractable in a traditional role-playing context, but at the moment, this post is only about my quibble, and I hope I've laid that out in a readable way.
Best, Ron
On 1/7/2007 at 3:05pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
I think what you're really asking is, "Realism has trade offs, one of them being fun-factor. What is a good level of realism to strive for and remain being fun?"
Realism is a continuity, on one end is fun and the other is accuracy. Lets define fun as intuitive, simple, and creation of an exciting event. Accuracy is "well this is how it really works."
Realism doesn't have to have trade offs. What if you designed a game from the very beginning that you wanted to increase realism (accuracy) and enhance game play (fun). If you could do that you would get the best of both worlds.
Kent Krumvieda
www.dreamborn.com
On 1/7/2007 at 3:26pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
Your game is about the church, magic, and medieval Europe. It sounds fun, (although, it's been done to death.) Honestly, you could do more or less realism depending on what you want. You could do the "Oh, you were stabbed with a sword, well if you don't die, then it'll take about a year to heal." or you could do the "I summon an Angel to heal my multiple wounds." Or something in between.
My campaign is about magic in 1592, the campaign is NOT limited to Europe the entire world is available to the players. This period is the Renaissance, it occurs after the medieval period. Officially the church denies the existence of magic... My gaming system ORS is not limited to any time period or genre. CARP is the engine that allows increased realism while simultaneously enhancing game play. You example would be accurate in a non-magical ORS setting. The ORS Codex allows magical healing. Sorry, no character to date has summed an Angel to heal their wounds, there are multiple ways of obtaining healing within the ORS game and my setting without resulting to deus ex machine.
Ron wrote:
If Setting proceeds as proposed by the player, then System must be rewritten
Personally, when I GM, I have dictated that during a particular game the existing rules must be used. If the player wants he can work with me, using his sources and documents to modify the rules and make the game more realistic NEXT time as long as it doesn't hamper playability. Of course this assume you have a gaming system that allows for the rules to evolve. :^)
Kent Krumvieda
www.dreamborn.com
On 1/7/2007 at 3:39pm, Ron Edwards wrote:
RE: Re: Opinions on accuracy and realism
Hi Kent,
The topic in this thread is fragmenting and it's resulting in a false, past-one-another conversation. All of my post concerns only the western game and the account of play that concerned the range of the rifles. I am not posting about, and not considering, your game under development.
Now let's talk about your response to David C's post. Here at the Forge, when someone tries to paraphrase your words and fails, don't slap them down as if they were attacking you. They are trying to understand you, and your job is to help them.
Finally, let's talk about a reversal of position that you've undergone in this thread, which is making the discussion impossible to follow, and impossible to proceed with. It looks to me as if you have now cast yourself as the defender of realism as a constructive element of play, especially in reference to the game you're developing. However, you began with an anecdote of play in which the player disrupted play by invoking realism and then the ensuing discussion destroyed play. You even posted, yourself, that the question is not what realism is, but rather what standard everyone prefers to play by. That's your post. You said that.
So it's confusing to everyone. Here they're agreeing with your original point that invoking realism causes trouble, and trying to help with that, and you've turned about and started defending realism against its attackers. This confusion must not continue.
Something disrupted the fun-factor of your play experience. If "realism" wasn't the problem, what was it? You said it was a failure to agree about the realism and rules. I think that's correct and I think that's what this thread might do best to focus on.
Moderator ruling: All discussion of your game in development must cease in this thread. You are encouraged to begin new threads about it in either First Thoughts or, if you've tried it out at all, in Playtesting. I look forward to seeing it there. This thread must stick to its topic of the western game and the range of rifles, and the points about play that arise from there. My post above is a good example and I'd like to see it addressed.
Best, Ron
On 1/7/2007 at 5:54pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
Hi Ron
you began with an anecdote of play in which the player disrupted play by invoking realism and then the ensuing discussion destroyed play. You even posted, yourself, that the question is not what realism is, but rather what standard everyone prefers to play by. That's your post. You said that.
Ah you read but did not understand. I started the thread using an example where a gaming session was disrupted by a player who desired a level of realism that a Western game did not support. Yes it destroyed play. My initial post was trying to get peoples opinion on what they prefer in a game. You informed me the forum was not a place to do an opinion poll. Furthermore, I also stated that that as long as everyone agrees to a level of realism then that is what is fun for those people to play.
Finally, let's talk about a reversal of position that you've undergone in this thread. ... looks to me as if you have now cast yourself as the defender of realism as a constructive element of play, especially in reference to the game you're developing.
Realism does not have to be destructive. The way it developed in the game I was illustrating by example was destructive, and not a constructive element of play. But I ask you is this a problem with realism? Realism is not the problem, the rigid game rules and mechanics I believe are. Am I defending it? Did I ever attack it? I think I clearly stated
that it's only a game. I didn't care if it was perfect, as long as both sides could consistently use it the same way.For game play this is my opinion. For what I prefer..., I like all the realism possible as long as it doesn't hamper game play and flow, and if it slows things down it is not good. So am I taking a reversal of my original position, I don't think so.
Something disrupted the fun-factor of your play experience. If "realism" wasn't the problem, what was it? You said it was a failure to agree about the realism and rules. I think that's correct and I think that's what this thread might do best to focus on.
Exactly! If the rules don't support the level of realism you want, then for that game agree there is a flaw and continue play using the existing rules. If it really bothers the players and GM then modify the rules between play-sessions and then use the modified rules next game. (see my previous post)
All discussion of your game in development must cease in this thread
Ron, I was replying to David C, misunderstandings. If others post things in this or other threads about my game in development can't I correct errors? Are you telling me that it is ok for others to post things about my game in development incorrectly and I can't reply at all?
Kent Krumvieda
www.dreamborn.com
On 1/7/2007 at 6:20pm, Ron Edwards wrote:
RE: Re: Opinions on accuracy and realism
Sigh ... so many problems illustrated all at once.
1. Please don't respond line-by-line like that. By the time you'd figured out we were agreeing about where the problem lies, you'd already defended your position against a criticism that didn't exist. Instead, reply in paragraphs to points, not in single-line responses to single lines or sentences.
2. The moderator point is for everyone, not just you. I said all discussion of the game in development must cease for this thread. That's David, you, anyone, the elves, and the fence-post.
3. You will not get very far in discussions here by opening with "you don't understand." That's flame-bait in practice, even if not intended as such, and discourteous at the very least. Particularly as you acknowledge later in the same post that I do, in fact, understand what you're saying. Again, read entire posts before replying; do not reply line-by-line.
I consider that you have made a very good point about "realism isn't automatically destructive, even if in this case it was." I've agreed with you about that, and as enough other people have done so, it's probably settled. If you'd like to sum it up as a general point in any way, for the new reader or for someone who reads this thread later, that would be fine. But all I'm seeing now from further discussion is wrangling and confusion, given your shift in topic to your game in development.
It's your thread. If you'd like to sum it up, or if you'd like to isolate a particular topic for its continuance, either one is fine. But it's now (a) gone off-topic (easily solved by starting new threads about your own game in development) and (b) degenerated into people saying X, Y, or Z, trying to help or understand, and you batting them down as not-X, not-Y, and not-Z in a gladatorial context that isn't permissible here. That has to stop.
I also suggest not replying to this post right away, but letting it sit for an hour to a day.
Best, Ron
On 1/7/2007 at 7:07pm, dreamborn wrote:
RE: Re: Opinions on accuracy and realism
As we have seen, realism means different things to different people. The amount/level of realism that is right depends on the gaming system (rules) and the group’s (GM and players) expectations and desires. Realism and accuracy in and of itself will not destroy the feel and flow of the game. We have discussed situations where realism can ruin and evening of play. We have also postulated that high levels of realism are possible if a gaming system was designed and implemented properly. As with most things involving RPGs, there is no correct answer. Ultimately if your system/method works for you and you enjoy it then it is right for you.
Kent Krumvieda
www.dreamborn.com
On 1/7/2007 at 8:14pm, Andrew Morris wrote:
RE: Re: Opinions on accuracy and realism
dreamborn wrote: Ultimately if your system/method works for you and you enjoy it then it is right for you.
Total agreement, here.
On 1/8/2007 at 4:39pm, Melinglor wrote:
RE: Re: Opinions on accuracy and realism
Ron wrote:
Joel, the only quibble I have with your post is that you refer to the player's realism-expectations as "beyond the game" as a contrast to the GM's rules-expectations as, by implication, in or of the game. I suggest that both of these expectations are very much in and of the game - the player's sudden statement that the rifles have X range, not Y range, is not from beyond the game.
Hi, Ron. I see what you're getting at, and you're absolutely right. "in-game," or "out-of-game" is not the right distinction to make. Funny, this kind of talk bugs me often enough--I've been reading through the D&D Player's Handbook and DMG, and their (for instance) use of "in game" when they mean "in-story" grates like hell. Maybe I can claim that it's this rerading that caused the concept creep in my head. :)
In any case, I think the distinction I'm really driving at is "individual expectations outside the shared group procedural framework, texual or otherwise." I say "or otherwise" because the group expectation can definitely be modified from existing rulesets. . .but as far as I'm concerned it only counts if everyone knows, clearly and above-board from explicit discussion (not instinctively "just knows") what those mods are. in the absence of such consensus, my sympathy will generally lie with the party who is basing their expectations on a rules text--the players presumably all agreed, "let's play this game," And all have access to the information contained in the text. The players do NOT all have equal access to, e.g. information on real-world 19th-century firearms, so it is fundamentally unfair to base expectations on such knowledge and claim primacy for those expectations. "Hey, I happen to know that this rifle has X effective range, can we modify the rules?" (between sessions, or at least between scenes) is perfectly fine. "Whaddya mean he can hit me from that range? THAT'S not how that rifle works, I protest, etc" (in the heat of the moment) is unacceptable to me.
I didn't always feel this way. I used to think of "the rules" as more or less the enemy of "good roleplaying," i.e. portraying your character compellingly and vividly realizing the world. They were at best a "necessary evil," but were to be bent, twisted, or even discarded if they got in the way of "storytelling" or "realism" or whatever. My position has gradually changed as I've seen this practice become a means of bullying, and even when used with benign intent, still produce the unfairness I referenced above.
Ron wrote:
To make my point, I have to use my Big Model thinking, which places Color, System, Situation, Characters, and Setting at exactly the same level of importance relative to play as a whole. I chose to do that very carefully - these things must be integrated in order for play to function at all; what we're seeing in this account of play is a failure to do so.
You know, that's one fascinating aspect of the Big Model--how all of the parts integrate and work together, and how their placement is so key to understnding how. WHen I first read the essays, I just kind of gave it the once-over, like, "OK, I understand what all those elements are, cool, got it," without paying attention to where the elements were placed, or why. But lately, these things have been coming up in Forge discussion, where one or more element is discussed in terms of where in the model it is, and it opens up new understanding for me. Cool.
Ron wrote:
For those of you who know or care about my writings on these five components, you know that such disagreement literally cannot stand - it must be resolved or play ceases, shot in its tracks.
Wholeheartedly agreed. Absolutely. Based on personal experience (AP coming soon!).
Ron wrote:
I have more to say about the nature of the interpersonal conflict and why, when it occurs, it is so intractable in a traditional role-playing context, but at the moment, this post is only about my quibble, and I hope I've laid that out in a readable way.
Does this mean "I have more to say in some future discussion," or "I have more to say in another post for this discussion, when I have the time"? "Cause I'm interested in hearing it.
Peace,
-Joel
On 1/8/2007 at 8:14pm, Ron Edwards wrote:
RE: Re: Opinions on accuracy and realism
Hi folks,
Given Kent's summation statement and his new thread, I think it's time to call this thread closed. No more posting, please. If you disagree, please send me a private message and I'll reconsider.
Best, Ron