Roleplaying games can be simple or complex. They can be detailed, consistent, constraining, "crunchy", abstract, you name it. But for realism, they have a ceiling that can't be breached - and those are the limitations of trying to resolve events with a couple of die rolls and maybe a table lookup. The heavy lifting with regards to realism comes from the players, not the system. This is because the graph of "realism" in roleplaying games is pretty much a flat line with a few bumps and dips here or there.
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| Plus, there are some things that should never be realistic |
Realizing this has completely changed my view of game systems, away from whether or not they handle this or that realistically and toward how they support the level of abstraction and style of game that I want to play. It's caused me to reevaluate - and in some cases, reaffirm - this level of abstraction as being fairly high. An example is for many years I've favored general wound systems, such as found in Dream Pod 9's Silhouette or Blue Planet's Synergy systems, over hit location systems. Fate's Consequences are just the next step of abstraction by going from ever-increasing negative modifiers to having descriptors attached. To me, I'm better able at handling the severity and nature of injuries than a random die roll. The same goes for adjudicating the exact nature of actions - I'd moved to subjective measures of success rather than a chart of success levels (for example, critical hit charts) quite a number of years ago. There's just too many variables, and too much going on, to distill important things down to a single die roll.

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