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Brent's avatar

Conversely, my first tabletop RPG I bought was AEon Trinity. I didn't know squat about roleplaying mechanics and I remember being mystified that I had to wait a week between sessions for my character to heal. Didn't understand the GM could handwave time passing.

Having an older player to teach me would have been a good place to start!

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Metric Feet's avatar

In the search for “fun,” “realism” is a trap.

In a “realistic” game set in the “swords-are-still-relevant stage of technology,” you’re either playing a mounted archer, or you’re bringing everyone else down. Most of the game will be spent on weapon and armor maintenance, so hope you’re down for some hot, rust-fighting action! Also basically any damage would call for a “roll for lethal infection” mechanic, which would also be called for at basically every turn because ancient hygiene was a horror story all its own.

For all the memes, no one fired up Oregon Trail thinking, “oh boy! I can’t wait to die of dysentery!”

Combat where the most likely outcome is getting sent back to a lobby to wait for longer than you were actually playing is bad enough. Combat where the most likely outcome is seeing a character and all the time and investment put into them dissolve in the opening is far worse. Searching for “realism” can spark innovative design, sure, but realistic combat has been tried, studied, dissected, and left on the wayside because it isn’t conducive to a good time.

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