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<blockquote data-quote="Aldarc" data-source="post: 7718935" data-attributes="member: 5142"><p>But that, for me, is key. Sometimes immersion is more a product of habit than anything else, including mechanics. I think that we often waive or ignore mechanics that can be immersion-breakers partially out of our intimate familiarity, especially of the rules and mechanics.m. My familiarity with the rules mechanics allows me to slip into character easier. If I'm not as intimate with the rules of a system, then I may be spending more time thinking about the rules rather than roleplaying my character. </p><p></p><p>In my experience, being able to slip a fate chip or bennie to the GM about "Carl" can accelerate gameplay and more seemlessly allow me to stay in-character. On both ends of the table, there can be frustration regarding adventures or campaigns, which can break immersion. Frustration can cause in-character questions of "What are our next steps?" and "Where do we go from here?" to become "What the frell does the GM want us to do? How the frak are we supposed to solve this?" </p><p></p><p>No, on the GM side of things, a player has slipped me a fate point to declare the existence of Carl the Mechanic. As a GM, I have obviously not established the existence of Carl or even necessarily planned that this would be how they find the next hook. But I recognize that the player has unintentionally tossed me a grenade with the pin still unpulled. They have given me a named NPC who can provide new storyhooks. Regardless of their reasons, whether that narrative advancement was authorial or in-character, it's a blessing to me as a GM. Because now Carl exists, and as an NPC, Carl is in my power as a GM. Will Carl be a long time ally or a shady culprit in this heist scheme? Or maybe he is a lukewarm ally whose help of the PCs causes him to get killed. Snap. Oh, and he left behind a wife and young daughter who are on the run from the mob now too. And the PCs are hooked, and they have a more personal investment into the story as players and characters. </p><p></p><p>I get that, but I don't think that your preferred playstyle is universally shared even among actor-roleplayers. Not everyone will come to the table with a written novel about their character backstory. In most games, the players come to the table with nothing more than a character sheet, a semi-defined character concept, and a desire to have some fun with friends. Some only get a sense for their characters through play at the table and through roleplaying, and that may generate a refined sense of their character's backstory and history. It's "I'm not waiting to establish this fact about my character 'in character generation or after the actual playtime in session,' because the relevant moment is now. GM, do you consent to this?"</p></blockquote><p></p>
[QUOTE="Aldarc, post: 7718935, member: 5142"] But that, for me, is key. Sometimes immersion is more a product of habit than anything else, including mechanics. I think that we often waive or ignore mechanics that can be immersion-breakers partially out of our intimate familiarity, especially of the rules and mechanics.m. My familiarity with the rules mechanics allows me to slip into character easier. If I'm not as intimate with the rules of a system, then I may be spending more time thinking about the rules rather than roleplaying my character. In my experience, being able to slip a fate chip or bennie to the GM about "Carl" can accelerate gameplay and more seemlessly allow me to stay in-character. On both ends of the table, there can be frustration regarding adventures or campaigns, which can break immersion. Frustration can cause in-character questions of "What are our next steps?" and "Where do we go from here?" to become "What the frell does the GM want us to do? How the frak are we supposed to solve this?" No, on the GM side of things, a player has slipped me a fate point to declare the existence of Carl the Mechanic. As a GM, I have obviously not established the existence of Carl or even necessarily planned that this would be how they find the next hook. But I recognize that the player has unintentionally tossed me a grenade with the pin still unpulled. They have given me a named NPC who can provide new storyhooks. Regardless of their reasons, whether that narrative advancement was authorial or in-character, it's a blessing to me as a GM. Because now Carl exists, and as an NPC, Carl is in my power as a GM. Will Carl be a long time ally or a shady culprit in this heist scheme? Or maybe he is a lukewarm ally whose help of the PCs causes him to get killed. Snap. Oh, and he left behind a wife and young daughter who are on the run from the mob now too. And the PCs are hooked, and they have a more personal investment into the story as players and characters. I get that, but I don't think that your preferred playstyle is universally shared even among actor-roleplayers. Not everyone will come to the table with a written novel about their character backstory. In most games, the players come to the table with nothing more than a character sheet, a semi-defined character concept, and a desire to have some fun with friends. Some only get a sense for their characters through play at the table and through roleplaying, and that may generate a refined sense of their character's backstory and history. It's "I'm not waiting to establish this fact about my character 'in character generation or after the actual playtime in session,' because the relevant moment is now. GM, do you consent to this?" [/QUOTE]
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