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The point of an RPG ruleset is not to manipulate the emotional state of its players. An RPG ruleset exists to provide impartial adjudication, so that players can make the decisions that their characters would make and have those decisions be meaningful. If you refuse to understand that - which seems fairly evident by now - then there is no point in continuing this discussion.
I'll side with pemerton on this. I think the point of RPGs (including their rules) *is* to manipulate emotional states. That's immersion.
Trying to "make the decisions that their characters would make" is some kind of simulationism I guess, but if I'm not feeling the same fear/confusion/suspense/worry/elation/whatever as my character then I'm not going to feel very immersed, regardless of how adept the other players are at avoiding metagaming.