Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Next
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
Twitch
YouTube
Facebook (EN Publishing)
Facebook (EN World)
Twitter
Instagram
TikTok
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="hawkeyefan" data-source="post: 7597449" data-attributes="member: 6785785"><p>I agree with you that it's a matter of opinion, and that what helps immersion or a feeling of authenticity will vary from person to person. </p><p></p><p>In this case, what makes Blades in the Dark so immersive is that the character feels more like a person that actually exists in the world the game is portraying. The character is capable and has the ability to plan correctly. This is a trait of the character that the mechanics help portray. </p><p></p><p>To me, as a quality of the character, it feels more fundamentally important to immersion than do the contents of their backpack. </p><p></p><p>Look at films or other forms of fiction.....does it break immersion to see a character pull something from their backpack or utility belt that helps them in a given situation? There could be extreme examples we could cite ("Robin, get me the Bat-shark repellent!" comes to mind), but for the most part, we simply accept what we see. The character is prepared for what they're facing. </p><p></p><p>Other times, we'll get a montage showing what the character is bringing, and that can work as well because it makes us wonder how each item will come into play. I like this approach in fiction because it builds anticipation, but I don't find that the typical RPG character inventory evokes the same sense of anticipation. I don't look at it and wonder "Wow, when will Ragnar need to use one of these torches!" </p><p></p><p>So for me, a mechanic that replicates how a scoundrel in Doskvol will prepare for a score is going to feel more immersive than me as a player simply making choices about what to bring. </p><p></p><p></p><p></p><p>Well it's not quite that perfect. Each playbook/class has a specific list to choose from based on their specialty. Some items appear on the list for each playbook/class, others are unique to a specific playbook/class or two. Exotic gear is pretty limited, and beyond a few exceptions, requires that the player spend downtime actions for a long term project to add such an item to their list of available gear, or that they use a downtime action to acquire an asset for one time use. </p><p></p><p>I wouldn't describe the method in Blades in the Dark as being "hand-waved" because there are specific mechanics involved. It's just that the mechanics work differently than what we'd consider standard. In fact, I find the selection and use of gear in Blades in the Dark to be far more important to the game than what is typical for D&D.</p></blockquote><p></p>
[QUOTE="hawkeyefan, post: 7597449, member: 6785785"] I agree with you that it's a matter of opinion, and that what helps immersion or a feeling of authenticity will vary from person to person. In this case, what makes Blades in the Dark so immersive is that the character feels more like a person that actually exists in the world the game is portraying. The character is capable and has the ability to plan correctly. This is a trait of the character that the mechanics help portray. To me, as a quality of the character, it feels more fundamentally important to immersion than do the contents of their backpack. Look at films or other forms of fiction.....does it break immersion to see a character pull something from their backpack or utility belt that helps them in a given situation? There could be extreme examples we could cite ("Robin, get me the Bat-shark repellent!" comes to mind), but for the most part, we simply accept what we see. The character is prepared for what they're facing. Other times, we'll get a montage showing what the character is bringing, and that can work as well because it makes us wonder how each item will come into play. I like this approach in fiction because it builds anticipation, but I don't find that the typical RPG character inventory evokes the same sense of anticipation. I don't look at it and wonder "Wow, when will Ragnar need to use one of these torches!" So for me, a mechanic that replicates how a scoundrel in Doskvol will prepare for a score is going to feel more immersive than me as a player simply making choices about what to bring. Well it's not quite that perfect. Each playbook/class has a specific list to choose from based on their specialty. Some items appear on the list for each playbook/class, others are unique to a specific playbook/class or two. Exotic gear is pretty limited, and beyond a few exceptions, requires that the player spend downtime actions for a long term project to add such an item to their list of available gear, or that they use a downtime action to acquire an asset for one time use. I wouldn't describe the method in Blades in the Dark as being "hand-waved" because there are specific mechanics involved. It's just that the mechanics work differently than what we'd consider standard. In fact, I find the selection and use of gear in Blades in the Dark to be far more important to the game than what is typical for D&D. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
A GMing telling the players about the gameworld is not like real life
Top