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Just How Immersive Can You Get?
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<blockquote data-quote="ArchfiendBobbie" data-source="post: 7733090" data-attributes="member: 6867728"><p>This is an interesting article, though I am raising my eyebrow at it. It outright confuses "suspension of disbelief" with "immersion," which are actually opposite approaches as far as roleplaying go. This is about how to get players to practice their suspension of disbelief from the outset, not about how to create an setting that encourages it.</p><p></p><p>That helps demonstrate why I have always found "immersive" to be a terrible line of thought. It has created a situation where people either confuse things that help roleplaying with immersion, or where they think everything immersive it automatically good. It is to the point I have started mentally calling this the "Good Immersion Fallacy."</p><p></p><p>You can create a setting that is pretty much "Generic Kingdom on Generic Plain," provide absolutely no setting details at all, and run adventures in it while still using the tactics outlined in this article to get players to practice suspension of disbelief by engrossing themselves in the game. I've done it. This doesn't change the fact that immersion doesn't actually exist because there is no setting for them to get immersed in. It's literally just the Dungeons part of Dungeons and Dragons.</p><p></p><p>At the same time, too much immersion can break a player's ability to be engrossed in the game. For example, create a Norse setting and have two skalds flyte it out. For anyone not familiar with flyting and expecting a serious game, hearing a rap battle in the middle of a Norse setting is going to completely destroy their suspension of disbelief.</p><p></p><p>Another example? Someone marry a twelve-year-old in a Roman setting. Despite the fact this was standard practice, many modern players (even if they are familiar with the practice) will have their ability to connect to the game disrupted by this violation of sensibilities.</p></blockquote><p></p>
[QUOTE="ArchfiendBobbie, post: 7733090, member: 6867728"] This is an interesting article, though I am raising my eyebrow at it. It outright confuses "suspension of disbelief" with "immersion," which are actually opposite approaches as far as roleplaying go. This is about how to get players to practice their suspension of disbelief from the outset, not about how to create an setting that encourages it. That helps demonstrate why I have always found "immersive" to be a terrible line of thought. It has created a situation where people either confuse things that help roleplaying with immersion, or where they think everything immersive it automatically good. It is to the point I have started mentally calling this the "Good Immersion Fallacy." You can create a setting that is pretty much "Generic Kingdom on Generic Plain," provide absolutely no setting details at all, and run adventures in it while still using the tactics outlined in this article to get players to practice suspension of disbelief by engrossing themselves in the game. I've done it. This doesn't change the fact that immersion doesn't actually exist because there is no setting for them to get immersed in. It's literally just the Dungeons part of Dungeons and Dragons. At the same time, too much immersion can break a player's ability to be engrossed in the game. For example, create a Norse setting and have two skalds flyte it out. For anyone not familiar with flyting and expecting a serious game, hearing a rap battle in the middle of a Norse setting is going to completely destroy their suspension of disbelief. Another example? Someone marry a twelve-year-old in a Roman setting. Despite the fact this was standard practice, many modern players (even if they are familiar with the practice) will have their ability to connect to the game disrupted by this violation of sensibilities. [/QUOTE]
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