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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Crimson Longinus" data-source="post: 9513175" data-attributes="member: 7025508"><p>[USER=6696971]@Manbearcat[/USER] whilst I totally agree that how one approaches immersion is highly personal I don’t think it is useless to think these things on population level. If one would want to write a game that is immersive to most people it is pretty useful to know how most people achieve immersion! </p><p></p><p>And your comment on social/emotion mechanics certainly is illustrative of the great variation that exists in how people feel about these things. To me mechanics that tell me how my character acts or feels are the worst. It is not that my characters are emotionless, always-in-control Vulcans, far from it. But to me their reactions stem from my mental model of the character and situations where my mental model says one thing but the mechanics say another are literally the worst immersion killer I know. In fact, I feel that running this mental model is the main thing for my role as a player, so my reaction to systems that routinely override it is that I am not really needed and the GM can use these rules to determine how my character acts and I can leave and go to do something that’s worth my time. To me such mechanics butcher the core of what I seek from roleplaying, and kill the sort of agency I care about the most.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 9513175, member: 7025508"] [USER=6696971]@Manbearcat[/USER] whilst I totally agree that how one approaches immersion is highly personal I don’t think it is useless to think these things on population level. If one would want to write a game that is immersive to most people it is pretty useful to know how most people achieve immersion! And your comment on social/emotion mechanics certainly is illustrative of the great variation that exists in how people feel about these things. To me mechanics that tell me how my character acts or feels are the worst. It is not that my characters are emotionless, always-in-control Vulcans, far from it. But to me their reactions stem from my mental model of the character and situations where my mental model says one thing but the mechanics say another are literally the worst immersion killer I know. In fact, I feel that running this mental model is the main thing for my role as a player, so my reaction to systems that routinely override it is that I am not really needed and the GM can use these rules to determine how my character acts and I can leave and go to do something that’s worth my time. To me such mechanics butcher the core of what I seek from roleplaying, and kill the sort of agency I care about the most. [/QUOTE]
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