That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"

MarkB

Legend
The description of immersion in the OP seems to suggest that it's an on/off state. Either immersion is fully happening, or it's not happening.

For me, it's always been more a matter of degree. Whenever I'm playing, I tend to have the in-character scenario playing out in the back of my mind while I'm also paying attention to what's going on at the table around me (or, these days, on the screen in front of me and the Discord call in my headphones). And the extent to which that mental image of the in-character scene comes toward the forefront of my attention will vary depending upon what's happening in-game and out of game.

But while I'm playing there's never really a zero level of immersion. That in-character viewpoint is always at least just ticking over in my head. And in particularly dramatic moments it will grab a lot more of my attention.
 

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So in the "What is the point of GM's notes?" thread, several posters brought up that one of the highest priorities for sandbox-style play is to experience a "living world," but to only do so through the viewpoint of the character.

In almost every case this was described as only being properly facilitated through extensive prefabrication and preexistent notation of the game world by the GM. For sandbox play, adherents described high levels of prep as necessary to produce the needed levels of continuity, without which the desired qualities of "emergent" fiction, player engagement, and sense of "living" world would suffer or be damaged.

Now, let's be clear---the definition of "immersion" is murky. It's subjective, it's personal, and often contentious. What isn't in doubt, though, is that for certain D&D playstyles, there is a very high value expressed around the desirability of "immersion" as an attribute. Regardless of individual personal definitions of what immersion is, in the thread it was always viewed as a positive, desirable trait or condition to achieve during play.

And despite the potential pitfalls and disagreements, I'm very curious as to how and why this particular trait or quality of play has achieved its unique primacy.

So, going back 10 years, I looked at a thread I started defending the concept of dissociated mechanics. And needless to say, I am absolutely terrified and embarrassed at how little I understood about RPG theory, and how absolutely blind I was at the time. My arguments in that thread are laughable, but I was so sure of what I was saying at the time.

For context, I wrote the thread in 2011. In 2011, I had just barely finished running a Pathfinder 1 campaign from level 1 to level 8, lasting 9 months. I had played 4e exactly once, for 2 hours, at an FLGS in the town where I was doing my post-graduate degree. I owned a copy of the old FASA Mechwarrior RPG, and had dabbled with a tiny bit of Top Secret S.I. as a twelve-year-old, but otherwise had literally zero exposure to any other non-D&D games. My main RPG journey went from BECMI > 3.5 > Pathfinder.

I hadn't played a single session of Savage Worlds yet.

I bring this back up, because I also went back and read the original dissociated mechanics essay by Justin Alexander.


And having significantly more experience with non-D&D systems now, my response to the essay was markedly different. Oddly, I continue to agree to the general principle. However you want to term the binary (associative/dissociative), I understood the functional equivalence of, "Mechanics are associated when decisions/processes invoked by the player correlate to decisions/processes invoked by the character in the fiction."

But even if I kind-of/sort-of agree with the concept in principle, I radically disagree now with his take on what non-diegetic mechanics do. (The diegesis / non-diegesis argument is brought up in a later reddit thread here: ).

From where I stand now, the entire concept of "association" only makes sense if the apex priority of play is immersion.

And now having significantly more experience in the realm of RPGs, I'm now wholly of the opinion that the pursuit of immersion is now much like the pursuit of "realism" in RPG play --- it's largely illusory, ephemeral, difficult to obtain, and generally speaking, impractical to attempt to achieve as anything more than a fleeting (if enjoyable) side-effect.

Don't get me wrong, I've definitely experienced immersion in play. Even if it's somewhat a conceit, I can say there have been times when I have fleetingly experienced it, for brief moments. That sensation of the present, real world slowly slipping into the background as the mind's eye roves and focuses within the fictional world. For brief moments feeling some of the feelings of my character, having vague emotional responses as if I was my character.

But my recent play using the Ironsworn rules has given a new perspective on this. And I will say that the experience has not been "immersive" in the same way. And I'm even willing to admit that there are elements of Ironsworn that probably make it more difficult to realize that kind of in-character immersion.

But here's what's been very different---how much I care about the outcomes for the characters involved when I play Ironsworn. Even if I'm not as fully enmeshed or "immersed" in the reality of the fiction, the level of input into the fiction for the players creates a different kind of immersion---there's immersion in the scene, the stakes, and the outcome for the players and the inhabitants of the fiction that's different than D&D, GURPS, or Savage Worlds.

I'm anxious to hear from other posters, but there was one more thing I ran into as I went through the reddit thread. There's an article from a game designer of interactive fiction, stored on the internet archives that I found fascinating.


I was fascinated by the separation between the three parts, or partitions of personality while playing interactive fiction---the player, the character-as-cipher, and the character-as-fiction.

And I think there's a connection to be explored about how immersion is achieved---or not achieved, or even desired---where the intersection of those three concepts carries some weight.

And I wonder if the in-character sort of immersion can only be achieved when the player and character-as-cipher aspects are set aside.

Anyway, lots more to ruminate on, but I'm anxious and excited to hear what others have to say.

I was one of the proponents of living world in that thread: to be clear, at least for me, I never used immersion, and while I was involved in the discussion of association/dissociation, I only ever said it hit on something that resonated for people who were not satisfied with changes in 4E. For me, immersion as a concept is somewhat useful but often taken too seriously or too much to an extreme. I think with living world, your are trying to create a sense of an external place to the PCs. And that is done in part by only allowing them to impact the world through their PCs, but there are whole styles of living world where no distinction is made between say character knowledge and player knowledge: so character's point of view, strictly speaking, isn't the hard limit. I think what it is is an attempt to model a world, using a variety of methods, with a focus on treating moving parts in a setting (NPCs, faction, historical forces, as living, and having a kind of will of their own like PCs do). For me personally, when I role-play, the sense that I am there is definitely the thing that makes the activity different from other media (i get to choose what my character tries to do, and there is a real sense of interaction with a place). But sense isn't dependent on living world or sandbox. I can have that sense in a structured investigation mystery adventure, in a dungeon crawl with things pinned to specific location, in an adventure path (though clearly in the latter, my sense of total freedom might be more constrained by the conceits of the adventure structure). That said, immersion is definitely a goal I see among a lot of living world sandbox people. Usually they mean something like having to interact with the world through their character. Some people mean it to be getting deep into character, and intuiting their character's feelings and thoughts about things. And some folk get very specific and rigid about it. Myself, I don't act out in a performative way with my characters that much (and if I do it is hammy and fun), I am not there to feel what my character is feeling or achieve a high level of play. It is a game, I am there to enjoy it, and one of the things I enjoy is the sense that I am on the ground making choices that matter. I would call that experience immersion, but you can call lots of experiences immersion, and breaking someone's immersion isn't a grave sin or anything (getting upset because your immersion is disrupted, to me, is the sign of a problem player)
 

Campbell

Relaxed Intensity
What I look for in roleplaying is a lot closer to how I felt on stage growing up in the theater than it is to how I feel when getting wrapped up in a good book, movie, or TV show. When I watch a movie or read a book I get wrapped up in the narrative, but I do not feel like I'm there in the midst of what's going on in the fiction. I'm a fan. An audience member.

What I'm looking for when playing an RPG is bleed. That sense of being there in the midst of it all, taking an active part, feeling what my character feels. It's a profoundly different experience for me.
 

What I'm looking for when playing an RPG is bleed. That sense of being there in the midst of it all, taking an active part, feeling what my character feels. It's a profoundly different experience for me.
based on my understanding of this term: bleed is definitely not what I am after.
 


What are you after then? Just curious.

again my idea of what bleed is is based on descriptions I have seen but I am after fun, socializing, catharsis and for getting a chance to feel like I am in the shoes of a character. Bleed just sounds one or two steps more deep than what I am looking for (for instance I am fine playing a character and jamming up a villainous moment: but I don’t want that those emotions following me into the real world. Again it is possible I don’t understand bleed here.
 

Fenris-77

Small God of the Dozens
Supporter
again my idea of what bleed is is based on descriptions I have seen but I am after fun, socializing, catharsis and for getting a chance to feel like I am in the shoes of a character. Bleed just sounds one or two steps more deep than what I am looking for (for instance I am fine playing a character and jamming up a villainous moment: but I don’t want that those emotions following me into the real world. Again it is possible I don’t understand bleed here.
I didn't get the impression that Campbell was talking about anything that impacts out-of-game mental states. I could be wrong of course, but I think what he was after might be more completely called something like in-game bleed. @Campbell - correct me if I'm wrong here.
 

Campbell

Relaxed Intensity
I didn't get the impression that Campbell was talking about anything that impacts out-of-game mental states. I could be wrong of course, but I think what he was after might be more completely called something like in-game bleed. @Campbell - correct me if I'm wrong here.


Pretty much just in the moment. Ideally it's something that can be shut off and turned on basically on command. I want to connect to the character emotionally (for a moment), feel empathy for them. Be affected, but not like feel actual sadness if they were sad. Once play has stopped I want to feel for them, not as them.
 

Pretty much just in the moment. Ideally it's something that can be shut off and turned on basically on command. I want to connect to the character emotionally (for a moment), feel empathy for them. Be affected, but not like feel actual sadness if they were sad. Once play has stopped I want to feel for them, not as them.

This is helpful. I was thinking out loud by the way, my post wasn't intended to come off as saying you were doing things bad or wrong. Over the years, I've come to realize that what I am looking for in an RPG is less about the emotions and empathy of immersion and something lighter (a good analogy might be I am less interested in being marlon brando and more interested in being vincent price if that makes sense). Like I do want to be able to intuit what my NPCs would feel about a given situation, I do want to make decisions like I am in my character's shoes, but I am not terribly worried about 'an I completely in the headspace of the character').
 

I was one of the proponents of living world in that thread: to be clear, at least for me, I never used immersion, and while I was involved in the discussion of association/dissociation, I only ever said it hit on something that resonated for people who were not satisfied with changes in 4E.
And to me this is basically it. That one key part (not the only part) of immersion is when you've mastered the rules to a sufficient degree that they get out of the way. What the rules are does matter - but for the purposes of immersion they matter because some are easier to master than others and that familiarity is a vast help. There are other things the rules do, of course, including setting the tone.

And for all the comments on disassociated mechanics the fundamental problem was unfamiliarity and an unwillingness or inability to adapt. I've no real problem with this; there are lots of games I can't be bothered to learn. (I did and do have a huge issue with the edition war and the need people felt to burn 4e to the ground).

What I found 4e gave me was an actor stance that was similar to @GrahamWills example of And Then There Were None above. Someone looking at the environment and using options they knew how to use to make sure things work out and fill gaps with fewer options as I get tired. "I hit him" doesn't cut it (or rather it's for a limited number of fighting styles, most covered by the barbarian).
 

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