>NOOOO realism kills creativity
>muh iconic goofyness (post-modernist alternative ugliness) is better than realism
Recommend me the most beautiful TTRPGs.
Bots can't appreciate beauty. Shoo.
>>95929887 (OP)Runequest and Pendragon has very good larp/HEMA style combat
>>95929887 (OP)They all have shit art, I understand.
Why does this demonstration instantly break the 180-degree rule?
https://en.wikipedia.org/wiki/180-degree_rule
Why is the more armored combatant on the right side in the first frame, and then on the left side in the second frame? This is poor cinematography.
>>95930509If it went your way, the winning knight would have his back turned for one step, which would obscure the techniques he is using.
>>95930731You shouldn't project your insecurities into the whole world, Anon.
>>95930731realism means that half the people will look above average
>>95929887 (OP)How did your last game night go? Care to show your character sheet?
>>95930945No, this is that filipino that keeps making armor threads about perfect sealed beautiful perfect defense armor with no gaps.
>>95933536That guy must be a bit dim because that's literal medieval technology.
>>95934219It's also not what the typical suit was like.
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The armor of the man-at-arms on the field of battle has the purpose to function.
The armor of the man-at-arms in fiction has the purpose to look cool.
>I want the armor of the man-at-arms in fiction to look functional
it's like eating soup with a fork, it's like using a pike for dueling, it's like using a Frog-mouth helm for infantry.
You're acting like a child, trying to fit a square peg in a round hole, and the study of warfare and equipment should have taught you the opposite: every tool has a function.
The tool made to work in the real world is not the right tool to work in fantasy artwork.
Like a gas mask on a Roman soldier or a rectangular sail on a transoceanic ship, like a bright red uniform in WWII, your idea makes no sense. Wrong tool for the job.
As you see, the weapon on the left is a perfectly functional fantasy sword, perfect for appearing in artwork, showing personality, and signifying power to a large quantity of people.
The weapon on the right is a flawed fantasy sword, it is truly gimped in its usage in fantasy artwork, relegated to a niche of very specific gritty or low-stakes scenarios.
As for all tools and weapons, it's all about functionality.
I must be too tired but I genuinely cannot parse what the fuck you were saying apart from you like realism.
>>95929887 (OP)Realism has nothing to do with creativity. I've seen games reward and kill creativity on both sides of the spectrum. What you need is rules that change with the situation and reward improvisation, so players can't just keep reusing the same ol' trick every single time, but will look towards their environment for clues and things they can use to their advantage, rather than staring at their character sheets. Without off-loading all the work on the GM to figure out himself, this generally requires a game with lots of crunch focused more on different ways of doing things and how to do them, without getting bogged down too much in the intricacies of character builds. Or at least, your character build shouldn't lock you out of doing things that should make sense for anyone to be able to do, given extra time, effort, resources, etc. So games like D&D and all its derivatives are right out.
>>95937500So you're saying we should all play GURPS?