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A glimpse at WoTC's current view of Rule 0
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<blockquote data-quote="Manbearcat" data-source="post: 9514451" data-attributes="member: 6696971"><p>What does it mean to "feel unrealistic" here? Are you certain that is the word you're looking for? Unrealistic doesn't seem to fit here (a) given the context of your reply and (b) given that our games + their settings + their core genre logic are utterly steeped in "unrealistic."</p><p></p><p>Did you maybe mean something more like "see to me that would make it feel <em>unsatisfying <because the core experience I'm looking for as a player is to exclusively probe environs and denizens, prompting clue reveals and exposition dumps from the GM, in order to unravel the mystery and its solve></em>?"</p><p></p><p>[USER=6801845]@Oofta[/USER] , I see you just answered as well. Does the above paragraph fit your position as well (subbing unsatisfying in for unrealistic and then the elaboration at the end)?</p><p></p><p>[HR][/HR]</p><p></p><p></p><p></p><p></p><p></p><p>Just a couple things here (that could use some clarification from you guys):</p><p></p><p>1) As CL notes at the bottom, system/mechanics in these cases (and/or GM's required mediation when prompted by system) is what does the work of momentarily hijacking a character's emotional states (like on a failed move where the PC's emotional state is on the line) or correcting their accumulated knowledge (like on a failed move where the PC's recollection or knowledge is on the line). Just to make sure all lurkers and respondents in the conversation understand, these sorts of system-based moments of play aren't unconstrained GM fiat or uses of GM Force to ensure a GM-preferred outcome. They're resolved by system and player collisions within the scope of the play of the game.</p><p></p><p>2) On which of the two is more immersive:</p><p></p><p>* momentary PC emotional state (etc) hijack</p><p></p><p>vs</p><p></p><p>* complete and perpetual player autonomy over PC emotional state </p><p></p><p>I have to say...these one is a bit odd to me. It feels like almost a category error to call the latter <em>more immersive than the former</em>. Again, to harken back to the top of this post, I almost feel like "unsatisfying <given certain other priorities>" is what we're looking for here? I mean, how can it be immersive to have absolute autonomy over your emotional state? That doesn't happen for any human ever? That also doesn't happen to heroes (big damn or otherwise) or even gods in high fantasy or mythology or romantic fiction?</p><p></p><p>So maybe instead of "<em>immersive</em>," what we're looking for here for clarity and exactness is more like "<em>satisfying given my priorities for a particular genre of power fantasy that requires absolute authorship over the rendering of my PC's mood and feelings</em>?"</p><p></p><p>It seems to me we're kind of folding in priorities around a particular type of<em> (i)</em> <em>power fantasy expectations + (ii) authorship rights</em> and calling it<em> (iii) immersion</em>? Those aren't the same, right? In some cases (IMO this one exactly), those priorities might actually come into conflict.</p></blockquote><p></p>
[QUOTE="Manbearcat, post: 9514451, member: 6696971"] What does it mean to "feel unrealistic" here? Are you certain that is the word you're looking for? Unrealistic doesn't seem to fit here (a) given the context of your reply and (b) given that our games + their settings + their core genre logic are utterly steeped in "unrealistic." Did you maybe mean something more like "see to me that would make it feel [I]unsatisfying <because the core experience I'm looking for as a player is to exclusively probe environs and denizens, prompting clue reveals and exposition dumps from the GM, in order to unravel the mystery and its solve>[/I]?" [USER=6801845]@Oofta[/USER] , I see you just answered as well. Does the above paragraph fit your position as well (subbing unsatisfying in for unrealistic and then the elaboration at the end)? [HR][/HR] Just a couple things here (that could use some clarification from you guys): 1) As CL notes at the bottom, system/mechanics in these cases (and/or GM's required mediation when prompted by system) is what does the work of momentarily hijacking a character's emotional states (like on a failed move where the PC's emotional state is on the line) or correcting their accumulated knowledge (like on a failed move where the PC's recollection or knowledge is on the line). Just to make sure all lurkers and respondents in the conversation understand, these sorts of system-based moments of play aren't unconstrained GM fiat or uses of GM Force to ensure a GM-preferred outcome. They're resolved by system and player collisions within the scope of the play of the game. 2) On which of the two is more immersive: * momentary PC emotional state (etc) hijack vs * complete and perpetual player autonomy over PC emotional state I have to say...these one is a bit odd to me. It feels like almost a category error to call the latter [I]more immersive than the former[/I]. Again, to harken back to the top of this post, I almost feel like "unsatisfying <given certain other priorities>" is what we're looking for here? I mean, how can it be immersive to have absolute autonomy over your emotional state? That doesn't happen for any human ever? That also doesn't happen to heroes (big damn or otherwise) or even gods in high fantasy or mythology or romantic fiction? So maybe instead of "[I]immersive[/I]," what we're looking for here for clarity and exactness is more like "[I]satisfying given my priorities for a particular genre of power fantasy that requires absolute authorship over the rendering of my PC's mood and feelings[/I]?" It seems to me we're kind of folding in priorities around a particular type of[I] (i)[/I] [I]power fantasy expectations + (ii) authorship rights[/I] and calling it[I] (iii) immersion[/I]? Those aren't the same, right? In some cases (IMO this one exactly), those priorities might actually come into conflict. [/QUOTE]
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