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	<title>Comments on: Do the laws of physics have a place in fantasy role-playing games?</title>
	<atom:link href="http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/feed/" rel="self" type="application/rss+xml" />
	<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/</link>
	<description>The Dice of Doom is a blog about gaming, being a gamer and general interest content suitable for nerds.</description>
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		<title>By: Nicholas</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-10942</link>
		<dc:creator>Nicholas</dc:creator>
		<pubDate>Mon, 12 Apr 2010 16:20:58 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-10942</guid>
		<description>To me this depends on two factors.  One, if the game is intended to be simulationist, then realism works better.  The more grounded the basic premises are, the more easily it will withstand the &quot;good ideas&quot; of players.  Two, how well does the genre withstand realism and &quot;good ideas?&quot;

For example, take the James Bond &quot;genre:&quot;  This usually involves improbable death-traps and outlandish villainy.  As Scott Evil taught us in Austin Powers, if you just shoot James Bond in the head, you win!  But its against the genre :-p</description>
		<content:encoded><![CDATA[<p>To me this depends on two factors.  One, if the game is intended to be simulationist, then realism works better.  The more grounded the basic premises are, the more easily it will withstand the &#8220;good ideas&#8221; of players.  Two, how well does the genre withstand realism and &#8220;good ideas?&#8221;</p>
<p>For example, take the James Bond &#8220;genre:&#8221;  This usually involves improbable death-traps and outlandish villainy.  As Scott Evil taught us in Austin Powers, if you just shoot James Bond in the head, you win!  But its against the genre :-p</p>
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		<title>By: Nicholas</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-18625</link>
		<dc:creator>Nicholas</dc:creator>
		<pubDate>Mon, 12 Apr 2010 16:20:00 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-18625</guid>
		<description>To me this depends on two factors.  One, if the game is intended to be simulationist, then realism works better.  The more grounded the basic premises are, the more easily it will withstand the &quot;good ideas&quot; of players.  Two, how well does the genre withstand realism and &quot;good ideas?&quot;

For example, take the James Bond &quot;genre:&quot;  This usually involves improbable death-traps and outlandish villainy.  As Scott Evil taught us in Austin Powers, if you just shoot James Bond in the head, you win!  But its against the genre :-p</description>
		<content:encoded><![CDATA[<p>To me this depends on two factors.  One, if the game is intended to be simulationist, then realism works better.  The more grounded the basic premises are, the more easily it will withstand the &#8220;good ideas&#8221; of players.  Two, how well does the genre withstand realism and &#8220;good ideas?&#8221;</p>
<p>For example, take the James Bond &#8220;genre:&#8221;  This usually involves improbable death-traps and outlandish villainy.  As Scott Evil taught us in Austin Powers, if you just shoot James Bond in the head, you win!  But its against the genre :-p</p>
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		<title>By: Geckilian</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-7832</link>
		<dc:creator>Geckilian</dc:creator>
		<pubDate>Sat, 09 Jan 2010 23:33:46 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-7832</guid>
		<description>This has happened a few times in the sessions I run for friends as several of them are bioengineers. This usually leads to discussions about whay said creatures won&#039;t work, or using certain chemicals to make creatures melt instead of just attacking it. It&#039;s odd, but it&#039;s something I find quite enjoyable.

Plus, it&#039;s always funny whenever they play a magic caster, as now and then I ask how their spell works whenever it contradicts something they&#039;ve said earlier. It&#039;s a balance that works both ways and I reckon it helps to provoke more thought as to how certain parts of the game world works.</description>
		<content:encoded><![CDATA[<p>This has happened a few times in the sessions I run for friends as several of them are bioengineers. This usually leads to discussions about whay said creatures won&#8217;t work, or using certain chemicals to make creatures melt instead of just attacking it. It&#8217;s odd, but it&#8217;s something I find quite enjoyable.</p>
<p>Plus, it&#8217;s always funny whenever they play a magic caster, as now and then I ask how their spell works whenever it contradicts something they&#8217;ve said earlier. It&#8217;s a balance that works both ways and I reckon it helps to provoke more thought as to how certain parts of the game world works.</p>
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		<title>By: Geckilian</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-18624</link>
		<dc:creator>Geckilian</dc:creator>
		<pubDate>Sat, 09 Jan 2010 23:33:00 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-18624</guid>
		<description>This has happened a few times in the sessions I run for friends as several of them are bioengineers. This usually leads to discussions about whay said creatures won&#039;t work, or using certain chemicals to make creatures melt instead of just attacking it. It&#039;s odd, but it&#039;s something I find quite enjoyable.

Plus, it&#039;s always funny whenever they play a magic caster, as now and then I ask how their spell works whenever it contradicts something they&#039;ve said earlier. It&#039;s a balance that works both ways and I reckon it helps to provoke more thought as to how certain parts of the game world works.</description>
		<content:encoded><![CDATA[<p>This has happened a few times in the sessions I run for friends as several of them are bioengineers. This usually leads to discussions about whay said creatures won&#8217;t work, or using certain chemicals to make creatures melt instead of just attacking it. It&#8217;s odd, but it&#8217;s something I find quite enjoyable.</p>
<p>Plus, it&#8217;s always funny whenever they play a magic caster, as now and then I ask how their spell works whenever it contradicts something they&#8217;ve said earlier. It&#8217;s a balance that works both ways and I reckon it helps to provoke more thought as to how certain parts of the game world works.</p>
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		<title>By: RupertG</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-7804</link>
		<dc:creator>RupertG</dc:creator>
		<pubDate>Sat, 09 Jan 2010 04:06:13 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-7804</guid>
		<description>Yes, I think the way we understand gravity, cause and effect, and other parts of our everyday existence gives us a place to start with a game. It is useful as a reference point to show where things are strange and weird for example.</description>
		<content:encoded><![CDATA[<p>Yes, I think the way we understand gravity, cause and effect, and other parts of our everyday existence gives us a place to start with a game. It is useful as a reference point to show where things are strange and weird for example.</p>
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		<title>By: RupertG</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-18623</link>
		<dc:creator>RupertG</dc:creator>
		<pubDate>Sat, 09 Jan 2010 04:06:00 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-18623</guid>
		<description>Yes, I think the way we understand gravity, cause and effect, and other parts of our everyday existence gives us a place to start with a game. It is useful as a reference point to show where things are strange and weird for example.</description>
		<content:encoded><![CDATA[<p>Yes, I think the way we understand gravity, cause and effect, and other parts of our everyday existence gives us a place to start with a game. It is useful as a reference point to show where things are strange and weird for example.</p>
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		<title>By: Ellisthion</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-7783</link>
		<dc:creator>Ellisthion</dc:creator>
		<pubDate>Fri, 08 Jan 2010 14:03:25 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-7783</guid>
		<description>I certainly agree that a well-planned system can feel more realistic, but I think there is a point where the players have to to actively trying to suspend their disbelief, and just go with it, depending on how significant something is.

I think there&#039;s some similarity in the defining of the world, and how realistic it is, and how rules are defined. We need a certain level of consistency and realism to be sane, and, as players, feel like we can influence things. Physics gives something &#039;known&#039; to cling to when the plan doesn&#039;t work.

Physics, and other &quot;realistic&quot; things can potentially lead to ways of solving problems instead of using magic etc. Every time you delve into your mundane equipment list and pull out a 10-foot pole and poke something with it, you&#039;re relying on basic physical properties. Yes, the DM can say, &quot;oh no, the trap won&#039;t go off, it&#039;s magical&quot;... but I&#039;d like to think there are multiple ways of solving any problem the DM puts in front of the players.

Naturally, that 10-foot pole will also break the laws of physics, since you can apparently fight and walk through doors whilst carrying it... or a dozen. :-)</description>
		<content:encoded><![CDATA[<p>I certainly agree that a well-planned system can feel more realistic, but I think there is a point where the players have to to actively trying to suspend their disbelief, and just go with it, depending on how significant something is.</p>
<p>I think there&#8217;s some similarity in the defining of the world, and how realistic it is, and how rules are defined. We need a certain level of consistency and realism to be sane, and, as players, feel like we can influence things. Physics gives something &#8216;known&#8217; to cling to when the plan doesn&#8217;t work.</p>
<p>Physics, and other &#8220;realistic&#8221; things can potentially lead to ways of solving problems instead of using magic etc. Every time you delve into your mundane equipment list and pull out a 10-foot pole and poke something with it, you&#8217;re relying on basic physical properties. Yes, the DM can say, &#8220;oh no, the trap won&#8217;t go off, it&#8217;s magical&#8221;&#8230; but I&#8217;d like to think there are multiple ways of solving any problem the DM puts in front of the players.</p>
<p>Naturally, that 10-foot pole will also break the laws of physics, since you can apparently fight and walk through doors whilst carrying it&#8230; or a dozen. <img src='http://diceofdoom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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		<title>By: Ellisthion</title>
		<link>http://diceofdoom.com/blog/2010/01/do-the-laws-of-physics-have-a-place-in-fantasy-role-playing-games/comment-page-1/#comment-18622</link>
		<dc:creator>Ellisthion</dc:creator>
		<pubDate>Fri, 08 Jan 2010 14:03:00 +0000</pubDate>
		<guid isPermaLink="false">http://diceofdoom.com/blog/?p=1769#comment-18622</guid>
		<description>I certainly agree that a well-planned system can feel more realistic, but I think there is a point where the players have to to actively trying to suspend their disbelief, and just go with it, depending on how significant something is.

I think there&#039;s some similarity in the defining of the world, and how realistic it is, and how rules are defined. We need a certain level of consistency and realism to be sane, and, as players, feel like we can influence things. Physics gives something &#039;known&#039; to cling to when the plan doesn&#039;t work.

Physics, and other &quot;realistic&quot; things can potentially lead to ways of solving problems instead of using magic etc. Every time you delve into your mundane equipment list and pull out a 10-foot pole and poke something with it, you&#039;re relying on basic physical properties. Yes, the DM can say, &quot;oh no, the trap won&#039;t go off, it&#039;s magical&quot;... but I&#039;d like to think there are multiple ways of solving any problem the DM puts in front of the players.

Naturally, that 10-foot pole will also break the laws of physics, since you can apparently fight and walk through doors whilst carrying it... or a dozen. :-)</description>
		<content:encoded><![CDATA[<p>I certainly agree that a well-planned system can feel more realistic, but I think there is a point where the players have to to actively trying to suspend their disbelief, and just go with it, depending on how significant something is.</p>
<p>I think there&#8217;s some similarity in the defining of the world, and how realistic it is, and how rules are defined. We need a certain level of consistency and realism to be sane, and, as players, feel like we can influence things. Physics gives something &#8216;known&#8217; to cling to when the plan doesn&#8217;t work.</p>
<p>Physics, and other &#8220;realistic&#8221; things can potentially lead to ways of solving problems instead of using magic etc. Every time you delve into your mundane equipment list and pull out a 10-foot pole and poke something with it, you&#8217;re relying on basic physical properties. Yes, the DM can say, &#8220;oh no, the trap won&#8217;t go off, it&#8217;s magical&#8221;&#8230; but I&#8217;d like to think there are multiple ways of solving any problem the DM puts in front of the players.</p>
<p>Naturally, that 10-foot pole will also break the laws of physics, since you can apparently fight and walk through doors whilst carrying it&#8230; or a dozen. <img src='http://diceofdoom.com/blog/wp-includes/images/smilies/icon_smile.gif' alt=':-)' class='wp-smiley' /> </p>
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