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<blockquote data-quote="pemerton" data-source="post: 4261007" data-attributes="member: 42582"><p>My experience is that PCs who are deliberately crafted by a player in author stance are more likely to be interesting over the long term than those who emerge purely "organically" in actor stance.</p><p></p><p>Given this, I think that a bit of "meta" is an aid rather than a hindrance to immersion, given that immersion is itself facilitated by interesting PCs.</p><p></p><p>Of course your experience may differ, given that what players do as authors and actors is pretty varied.</p><p></p><p></p><p>I agree that D&D brings with it a hoste of assumptions about feel. I also agree that these assumptions are prone to generate a certain play experience (or at least to make certain play experiences hard to achieve). I don't think that it's all that helpful to describe this as railroading.</p><p></p><p>Talking of railroading in the more typical sense (ie a GM depriving players of meaningful choice), I think that a game text can be more or less inclined to advocate or discourage this sort of play. D&D, since 2nd ed AD&D, has certainly had a habit of promoting it - that is, of encouraging the GM to intervene to ensure the story, rather than providing a system that will permit the players themselves to make the choices that will ensure the story.</p><p></p><p>I think that some of the Penumbra modules are examples of "narativist" dungeons. WoTC's Bastion of Broken Souls tries to be, but I think it fails as written.</p></blockquote><p></p>
[QUOTE="pemerton, post: 4261007, member: 42582"] My experience is that PCs who are deliberately crafted by a player in author stance are more likely to be interesting over the long term than those who emerge purely "organically" in actor stance. Given this, I think that a bit of "meta" is an aid rather than a hindrance to immersion, given that immersion is itself facilitated by interesting PCs. Of course your experience may differ, given that what players do as authors and actors is pretty varied. I agree that D&D brings with it a hoste of assumptions about feel. I also agree that these assumptions are prone to generate a certain play experience (or at least to make certain play experiences hard to achieve). I don't think that it's all that helpful to describe this as railroading. Talking of railroading in the more typical sense (ie a GM depriving players of meaningful choice), I think that a game text can be more or less inclined to advocate or discourage this sort of play. D&D, since 2nd ed AD&D, has certainly had a habit of promoting it - that is, of encouraging the GM to intervene to ensure the story, rather than providing a system that will permit the players themselves to make the choices that will ensure the story. I think that some of the Penumbra modules are examples of "narativist" dungeons. WoTC's Bastion of Broken Souls tries to be, but I think it fails as written. [/QUOTE]
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