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Peasant Railgun

(knightsdigest.com)
280 points cainxinth | 4 comments | | HN request time: 0.727s | source
1. putzdown ◴[] No.44456644[source]
I know that folks are just having fun with this, but it embodies one of the things I dislike about D&D, one of the reasons I simply ignore most of the “rules.” At heart a role playing game happens in the imagination of the players. You can play RPGs entirely in those terms, with no real rules and very few numbers, just storytelling and imagination. On the other hand there are of course many tabletop games that do rely on structure, rules, and numbers, but these tend to limit the scope of what may happen in the game by virtue of having limited elements and rules. You cannot earn a trillion coins in Powergrid, there simply isn’t the time or resources. What is so strange about D&D is that it tries somehow to join these two models of gameplay: the subjective/imaginative and the objective/numeric. When it works, it’s fine (though, as I said, I personally tend to find the imaginative, storytelling part for more compelling than the objective, more tabletop-like part). This railgun embodies some sort of weird distortion in the whole affair. No: of course peasants cannot throw a pole however many thousands feet in a matter of seconds. If the rules somehow imply they can, the rules are dumb. Even if you accept the rules, use your imagination: what will happen to peasant hands and heads with an object passing that rapidly along them? What would happen to peasant skin if it tried to pull a pole with the kind of forces we’re talking about? I truly don’t understand how D&D players think. No disrespect: I’m not saying anyone is dumb. I’m saying that I can’t picture how I would be thinking about a game, or rules, or a line of peasants, such that I would consider for a moment the idea that they might propel a pole in railgun fashion. It’s… kinda funny… kinda. But the fact anyone pursues the joke more than two seconds, much less actually attempts this play with real DMs, is unfathomable to me. I don’t understand how you would be trying to merge the domain of rules with the domain of imagination in order to get yourself into this knot. Does that makes sense at all?
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2. noelwelsh ◴[] No.44457011[source]
Like you, I'm very much in the role playing is story telling camp. I think the difference is people who, like you and I, want to play in the world, and people who want to play with the world. I.e. they are playing a meta game where they play with the rules to "win". This makes no sense to me, because there is no winning when you play in the world. It's the story you tell that is the point. But I can understand their POV because I do play to win in other domains.
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3. rtkwe ◴[] No.44457419[source]
Every table and group has it's own ideal version of the game and you can play either in D&D. I think a lot of people fall into the play to win because it's simpler and fits the mould of most games people are used to playing so it makes more sense to apply that pattern to role playing games.
4. disillusionist ◴[] No.44457735[source]
To me, I see pushing rules boundaries as part and parcel with exploring fantastical worlds. Elves, dwarves, and dragons exist. Those aren't "real". Magic spells that allow you to fly and shoot fire from your finger-tips also exist but also aren't "real". If we're already breaking biology and meta-physics, why assume basic physics works exactly the same way either? For some, I think it is re-capturing the child-like attitude of wonder, excitement, adventure, and asking the question "what if?". This, of course, may be tempered by campaign tone; something that might happen in a DnD campaign but likely not in Call of Cthulu, Kids on Bikes, Monster of the Week, etc