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Narrative or Realism?

Narrative or Realism?


  • Total voters
    82

FelixPius

Radio Bob Approved
Joined
Sep 10, 2022
Messages
283
What is more important in regards to Roleplay and should be prioritized by the community in your opinion? Write down your thoughts on the topic down below if you want :)
 
When you come to the point of realism where you actually put people to a 9-5 inside of a video game, the yearning for realism dies out. This is roleplay - it's a custom gamemode for experiencing stories.
 
Narrative all the way. Realism should be had as flavor for certain narratives, however if the narrative is made WORSE and less cohesive or interesting due to realism I say let realism be pushed aside for the sake of that narrative.
 
I think in a setting like this, realism is essential to create a good narrative. That being said, realism shouldn’t trump fun.
 
I have two ways of looking at this.
You can have a Realism based roleplay where it goes for realism above all else. The main problem is that it is something that most people will not like. It has a very niche following (The super serious, if you would) which most people wouldn't find fun.

On the other hand, narrative based stuff is what everyone should be here for. Just enough realism to make it believable for the setting, grounding it down to some form of established reality. You do not want to overdo it as that can take away from the fun. But, you cannot disregard it entirely otherwise there are no stakes, nothing to ground the rp down.


An excellent example of realism vs narrative would be in a game like D&D.
There are realism rules that people can go with that are often handwaved as they don't impact the narrative all too much. This can include things like rations and the likes which are often glossed over in favor of going to tell interesting stories. Realistically, you would need to buy all of your rations and count out how many you've used, how much all of them weigh, etc. Most groups don't do that as that is tedium for the sake of tedium. But some groups love that. They love the gritty, hardcore, tedious aspect of it. It just isn't everyone's cup of tea.


On the server (And for roleplay in general) we need to strive to meet that balance between the two. One that allows for our narrative to flow and build but not get too out of hand.
 
This poll is made with the idea that these two things are somehow mutually exclusive to eachother.

You can have both.
 

Great addition. Gameplay should be grounded and responsive but a realistic system that isn't FUN will not be made fun by doubling down on realism. You need a narrative (gameplay IRP) that itself is fun but also keeps us grounded and immersed.

Ludonarrative dissonance (don't shoot me please).
 
In general good thread,
Applies well to the question: Background Throwaway Rebel Groups vs. Months of Grind Rebel Groups

At the moment on that, i lean towards background throwaways, since they take more element of narration and rejects risk, while also being scriptable without players interests much. Which is great to mitigate the fear of losing progress, while those on the other end experience a thrilling experience with people dying on the other end with an adjustable risk.
 
I think the future of HL2RP lies in realism.
/me breathes
*peep poop meter filling up* "Sorry I need to go to the bathroom"
 
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