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101 roleplaying descriptions justifying martial dailies
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<blockquote data-quote="Alex319" data-source="post: 4818088" data-attributes="member: 45678"><p>Here's another idea, that may or may not work for you.</p><p></p><p>The idea is to accept that the encounter/daily use restrictions are a "real" physical phenomenon in the game world, albeit one that has no explanation that is known to the characters (or the players.)</p><p></p><p>Quote by OP:</p><p></p><p></p><p></p><p>I would argue that the implied claim, that if you don't have those "descriptions" as to what is "really" going on, then you are unable to effectively "roleplay," is not necessarily true. In real life, we deal with situations in which we don't have those "descriptions" all the time.</p><p></p><p>For example, consider when I use Microsoft Word and I click the "bold" icon, in order to make the text I am about to type bold. Now essentially we have a "rule" of the form "when the bold button is clicked, all typed text will show up bold until the bold button is clicked again" (okay, it could end up being a little more complicated but you get the idea.) Now what's the "fluff" that justifies this "rule" - i.e. what's the "description" of "really happening" when I click that icon? This question certainly has an answer (the state of some electrical circuit representing a bit in RAM changes, and Word checks that bit when I type in a character in order to decide how to display it) but I don't need to know anything about electrical circuits or RAM in order to use Word. When I use Word, I'm operating from a purely functional description (when you do this, this happens) rather than from any description about what's "really happening".</p><p></p><p>There are of course many other examples in real life. You don't have to know how a car's engine works in order to drive a car, nor do you have to know how radio communication works in order to use a cell phone. The point here is that we use purely functional descriptions in real life all the time, and our sense of "immersion" in real life doesn't seem to suffer, so there's no inherent reason why "immersion" in an RPG would have to suffer just because the character is operating from a purely functional description (this power only works the first time I try to use it in a day) rather than from a description about what's "really happening."</p><p></p><p>Of course, immersion is a subjective thing, so I'm not trying to say that anyone who has immersion problems is "not playing the game right" or anything like that. I'm just pointing out a new way of looking at the problem, that some players might find useful.</p></blockquote><p></p>
[QUOTE="Alex319, post: 4818088, member: 45678"] Here's another idea, that may or may not work for you. The idea is to accept that the encounter/daily use restrictions are a "real" physical phenomenon in the game world, albeit one that has no explanation that is known to the characters (or the players.) Quote by OP: I would argue that the implied claim, that if you don't have those "descriptions" as to what is "really" going on, then you are unable to effectively "roleplay," is not necessarily true. In real life, we deal with situations in which we don't have those "descriptions" all the time. For example, consider when I use Microsoft Word and I click the "bold" icon, in order to make the text I am about to type bold. Now essentially we have a "rule" of the form "when the bold button is clicked, all typed text will show up bold until the bold button is clicked again" (okay, it could end up being a little more complicated but you get the idea.) Now what's the "fluff" that justifies this "rule" - i.e. what's the "description" of "really happening" when I click that icon? This question certainly has an answer (the state of some electrical circuit representing a bit in RAM changes, and Word checks that bit when I type in a character in order to decide how to display it) but I don't need to know anything about electrical circuits or RAM in order to use Word. When I use Word, I'm operating from a purely functional description (when you do this, this happens) rather than from any description about what's "really happening". There are of course many other examples in real life. You don't have to know how a car's engine works in order to drive a car, nor do you have to know how radio communication works in order to use a cell phone. The point here is that we use purely functional descriptions in real life all the time, and our sense of "immersion" in real life doesn't seem to suffer, so there's no inherent reason why "immersion" in an RPG would have to suffer just because the character is operating from a purely functional description (this power only works the first time I try to use it in a day) rather than from a description about what's "really happening." Of course, immersion is a subjective thing, so I'm not trying to say that anyone who has immersion problems is "not playing the game right" or anything like that. I'm just pointing out a new way of looking at the problem, that some players might find useful. [/QUOTE]
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