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Supplemental books: Why the compulsion to buy and use, but complain about it?
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<blockquote data-quote="pemerton" data-source="post: 6413654" data-attributes="member: 42582"><p>I'm with [MENTION=22779]Hussar[/MENTION] on the illusionism issue.</p><p></p><p>If the GM is going to declare that the plan succeeds regardless of the die roll, then I don't want the roll. Just say yes.</p><p></p><p>My guess is that, for those who want the roll, it's because - even though the roll itself is an out-of-game thing - it maintains some sort of immersion into the ingame situation (because of the habitual association - maybe this is what [MENTION=6688277]Sadras[/MENTION] had in mind? - between the rolling of the die and the unfolding of ingame events).</p><p></p><p>If my guess is correct, for those using the dice to support immersion, the outcome of the roll is less important than the process of rolling.</p><p></p><p>I think this desire for "validation" by the dice can be a real one. I think it is strongly associated with a certain sort of simulationist sensibility - such that "saying yes" rather than getting the outcome via die roll is a type of admission of failure of the simulation. I also think, therefore, that the desire for validation is likely to fit well with the desire to use die rolls as part of the immersion-maintaining process.</p><p></p><p>If this is how you approach the game, then the illusionist/fudging approach is probably superior to the "say yes or roll the dice" approach.</p><p></p><p>Hence the need for the game to be supported by inclusive, pluralist GMing advice rather than advice founded on a presupposition that everyone is playing the same way!</p></blockquote><p></p>
[QUOTE="pemerton, post: 6413654, member: 42582"] I'm with [MENTION=22779]Hussar[/MENTION] on the illusionism issue. If the GM is going to declare that the plan succeeds regardless of the die roll, then I don't want the roll. Just say yes. My guess is that, for those who want the roll, it's because - even though the roll itself is an out-of-game thing - it maintains some sort of immersion into the ingame situation (because of the habitual association - maybe this is what [MENTION=6688277]Sadras[/MENTION] had in mind? - between the rolling of the die and the unfolding of ingame events). If my guess is correct, for those using the dice to support immersion, the outcome of the roll is less important than the process of rolling. I think this desire for "validation" by the dice can be a real one. I think it is strongly associated with a certain sort of simulationist sensibility - such that "saying yes" rather than getting the outcome via die roll is a type of admission of failure of the simulation. I also think, therefore, that the desire for validation is likely to fit well with the desire to use die rolls as part of the immersion-maintaining process. If this is how you approach the game, then the illusionist/fudging approach is probably superior to the "say yes or roll the dice" approach. Hence the need for the game to be supported by inclusive, pluralist GMing advice rather than advice founded on a presupposition that everyone is playing the same way! [/QUOTE]
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