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A case where the 'can try everything' dogma could be a problem
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<blockquote data-quote="The Crimson Binome" data-source="post: 6672712" data-attributes="member: 6775031"><p>In the simulation/immersion style of play, the integrity of the story is much more important than its dramatic weight. A good story is the one which reinforces the illusion of the objective reality, rather than the one which would make a good book or movie. The Rule of Cool and the Rule of Drama are especially to be avoided, as these serve primarily to highlight the artificial (story) nature of the world.</p><p></p><p>Gygaxian skilled play is primarily concerned with the gamist aspect of the activity, and many of the rules were designed with an eye toward fairness to the player. The DM was expected to write down all of the secrets beforehand, to reduce any chance of bias either for or against the player. The story was a secondary concern, if even that, and roleplaying immersion wasn't something that was thought of or addressed in any way. (Simulationism grew out of Gygaxian gamist play by their shared absence of narrative contrivance; narrative games grew in response to that absence.)</p></blockquote><p></p>
[QUOTE="The Crimson Binome, post: 6672712, member: 6775031"] In the simulation/immersion style of play, the integrity of the story is much more important than its dramatic weight. A good story is the one which reinforces the illusion of the objective reality, rather than the one which would make a good book or movie. The Rule of Cool and the Rule of Drama are especially to be avoided, as these serve primarily to highlight the artificial (story) nature of the world. Gygaxian skilled play is primarily concerned with the gamist aspect of the activity, and many of the rules were designed with an eye toward fairness to the player. The DM was expected to write down all of the secrets beforehand, to reduce any chance of bias either for or against the player. The story was a secondary concern, if even that, and roleplaying immersion wasn't something that was thought of or addressed in any way. (Simulationism grew out of Gygaxian gamist play by their shared absence of narrative contrivance; narrative games grew in response to that absence.) [/QUOTE]
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A case where the 'can try everything' dogma could be a problem
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