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From: sp@*****.gr (Stefanos Patelis)
Subject: Physics and Realism in SR (and other games)
Date: Thu, 18 Aug 2005 16:24:03 +0300
Steve Garrard wrote:

>Zebulin wrote:
>
>
>>Agreed, why argue physics, in a world of magic?
>>
>>
>
>Because the alternative would be to say "anything is possible" and just stop
>talking :p
>
>Besides, we need clearly defined boundaries of what is and isn't possible to
>remain sane, and as such anything magic-related not clearly defined in the
>rulebooks falls into the realm of physics and what we DO know. I think
>that's where a lot of these arguments stem from...those who think as I do,
>and those who are happy to accept infinity and just move on.
>
>
>
>
>
Doesn't the fact you are playing a fictional game and still trying to
apply reality to it loose the overall plot a bit though?
If I play a game where someone whistles and a dragon drops buy to ride
as his Holy steed or a Game where one guy is a mesh of human and steel
cyberzombie and the other is a Shamanic spell caster I usually try to
avoid real-life down-to-earth explanations of physics and reality...
A problem that might be considered is the fact that if players could
identify and ration with the cause-effect of a situation or, more to the
point, a spell's details; they might come up with an ingenius way of
using/avoiding it which does make things more interesting. On the other
hand one might say fine as a player but what if I am a GM and am forced
to explain why something happens to the players?

I personally tend to see my roleplaying sessions and games mainly from
the perspective of a storyteller/writter whether as a player or GM. When
you are telling a fictional story, even more when it is based on another
reality with differing laws than the one you have grown up and gotten
accustomed to, you concentrate more on the plot and less on the
real-life explanation of why and how something happened. Otherwise the
story looses its essense and magic. It doesn't matter what a manabolt
really is; what molecular reactions happen in its area of effect; when
the important stuff is that the specifc Personae used it , in the
specific plot scene for a reason.

I do find myself sometimes contradicting my own rules (although very
rarely as I am "blessed" with rules lawyers in my tabletop group!!) :
"Yes I know that last time the orc's spell had that effect on the car
but this time it doesn't! Why??? because my plot will work better for
all!!! The damn kidnapped victim you should be saving is in there - I
don't want him melting/disintegrating/etc etc". But there is a reason I
am doing that - I want to offer them excitement, action, romance or
whatever is needed for a specific scene. I am not going to concentrate
on whether the spell leaves a stain on the man's clothes unless th eplot
will really need it later on!

here is an example:
If Arnie jumps off a plane and evades the burning up turbine and manages
to grab his parachute and make it safely down in order to come up with a
memorable one liner I don't care if it is not realistic! I didn't go to
the movies to see a National Geographic representaion of Heros fighting
Crime throughout the 20th century! I went to see an Arnie movie where he
performs unrealistic, utterly fake stunts that create a tension in the
storytelling; and gives us memorable one liners...(U do have to be an
arnie fan though to agree with me - that I must confess ;)

Granted you may only want to see National Geographic documentaries that
try to explain the laws of physics...But what can you gain from an
action film then? Wouldn't such an action film be boring? John Woo or
Quentin Tarantino doing a Planetary Orbits Documentary!!!! OH MY GOD!
There goes the sun! BOOM!

Hope I wasn't too offensive - my intention was far different from that...
Regards,
Stef

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