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  • How Much Realism is Too Real?

    Advice/Tools, Dungeon Masters, Fluff/Inspiration, Play, Players

    Is there such a thing as too much realism in a fantasy game?  Most people that I have talked to would agree that yes there is a line that can be crossed where the game gets too real and it is no longer fun.

    So where do you draw the line?  My simple answer is “when it isn’t fun anymore.”

    Unfortunately in a game as dynamic as D&D, the definition of what is fun is as varied as the people who play it.  This means that the amount of realism that should be included in your game in order for it to be fun will also be different for each player.

    Some players want the game to feel as real as anything.  They want the game to feel as close to real life as possible.  This could mean live action role-playing and speaking in character at all times or complex house rules to govern occasional situations that arise.  Grappling and disarm rules, for example, have evolved over the various editions of D&D.

    Realism can also come in the form of the way that the game world evolves.  Treatment of social structures, businesses, commerce, family life, religion, and so forth can all be made more realistic – that is they can more closely mimic actual organizations or people, or they can draw closer to some fantasy ideal.  The level of realism again needs to reflect what is fun for the players.

    Some players really want to be involved in a game that is totally foreign to their lives.  They want to imagine themselves doing and saying things completely different from what they live day to day.  Other players would rather play a game much closer to their lives.  They simply want to extend their imaginations to the point where they are the heroes in an existence that greatly mirrors their own.

    As players it is important to understand where the expectations begin to impinge on the expectations of others.  If the degree of realism for one player is so diametrically opposed to another player’s then they may not be happy in the same group.  This means that they need to communicate with each other in order to find a compromise or agreement; even if the agreement is that one or the other leaves the group on peaceful terms.

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    2 Responses

    1. I like to give the *illusion* of realism, of things happening beyond the actions of the PCs, of life in the greater world. If the PCs decide to engage those aspects, then I bring it in more to the forefront, but otherwise, it’s about letting the background move of its own accord without taking away from the protagonists.

    2. Helmsman  •  March 23, 2009 @9:15 am

      Okay… sounds like you’re talking about immersiveness rather than realism… A player who insists on speaking in anacronistic phrases likely has no idea what people might speak like in a given era, but he’s doing so because it helps him feel in-character, the down side is when that makes the other players feel uncomfortable which is ultimately determined by the player’s own sociability than anything (an extroverted idiot is usually more offensive than an introverted one).

      The merits of realism are that players have an established *familiar* reality that they can make basic assumptions from. This makes gameplay easier. Every time a game system or setting makes a player wonder “Why can’t I do…” that’s breaking immersion and causing frustration, which is unfun, and in-fact is one of the biggest barriers of entry for would-be new players.

      Realism also gets messed up when it becomes subjective. IE what one person thinks is realistic another might not, especially if all factors aren’t looked at. That puts people at odds.

      Ultimately realism in RPG’s isn’t as important as consistency. Consistency allows players to anticipate the outcomes and consequences of their actions even if none of it is realistic. Consistency on a GM’s part will make players smarter because they’ll see the little inconsistencies as plot points or important clues and go after them. Consistency is a blanket of security that will make players trust the GM and each other and being inconsistent is the fastest way to alienate them.

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