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Character play vs Player play
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<blockquote data-quote="pemerton" data-source="post: 6428300" data-attributes="member: 42582"><p>For me this is where issues with immersion kick in. If I was <em>really</em> a badass rogue I would know the town, know its people, know where to go and who to meet.</p><p></p><p>But if I'm relying on the GM to dribble all this out to me, it breaks my sense of immersion pretty badly.</p><p></p><p>This.</p><p></p><p>Is "breaking character" a logical state, or a psychological one?</p><p></p><p>When we're talking about immersion - which is a psyhcological state - then I'm not that interested in abstract logical analysis. I'm interested in empirical realities.</p><p></p><p>And in my experience it does not, as an empirical matter, break immersion when I narrate something that fits in with my expectations that I have as my character. Just as, in the real world, it doesn't break my immersion when I reach my hand out to greet someone, expecting him/her to shake it, and s/he does.</p><p></p><p>Of course, the GM can always break those expectations if s/he wants, by vetoing a narration. Which is actually closer to reality - the surprise of expecting to see someone and him/her not being there - than if <em>everything</em> is being doled out by the GM, which reduces the experiential contrast between expectations being thwarted or confirmed (in part because it tends to reduce all expectations and increase uncertainty and a quite unimmersive sense of loss of control over one's immediate environment).</p><p></p><p>The way I understood [MENTION=87792]Neonchameleon[/MENTION], he was saying that you can <em>trade</em> a degree of player authorship for d20 rolls - instead of making Streetwise checks and getting the GM to tell me what I (as a badass rogue) know, I just relate to the table what I know, where I'm going, and who I'm planning to see there.</p><p></p><p>Whereas I tend not to know who is for what, and where s/he came from, and how exactly s/he relates to the PCs, until this comes out through play. I'm expecting to be flexible and responsive to the players' action declarations, and also to their hopes/expectations for where the story is going.</p></blockquote><p></p>
[QUOTE="pemerton, post: 6428300, member: 42582"] For me this is where issues with immersion kick in. If I was [I]really[/I] a badass rogue I would know the town, know its people, know where to go and who to meet. But if I'm relying on the GM to dribble all this out to me, it breaks my sense of immersion pretty badly. This. Is "breaking character" a logical state, or a psychological one? When we're talking about immersion - which is a psyhcological state - then I'm not that interested in abstract logical analysis. I'm interested in empirical realities. And in my experience it does not, as an empirical matter, break immersion when I narrate something that fits in with my expectations that I have as my character. Just as, in the real world, it doesn't break my immersion when I reach my hand out to greet someone, expecting him/her to shake it, and s/he does. Of course, the GM can always break those expectations if s/he wants, by vetoing a narration. Which is actually closer to reality - the surprise of expecting to see someone and him/her not being there - than if [I]everything[/I] is being doled out by the GM, which reduces the experiential contrast between expectations being thwarted or confirmed (in part because it tends to reduce all expectations and increase uncertainty and a quite unimmersive sense of loss of control over one's immediate environment). The way I understood [MENTION=87792]Neonchameleon[/MENTION], he was saying that you can [I]trade[/I] a degree of player authorship for d20 rolls - instead of making Streetwise checks and getting the GM to tell me what I (as a badass rogue) know, I just relate to the table what I know, where I'm going, and who I'm planning to see there. Whereas I tend not to know who is for what, and where s/he came from, and how exactly s/he relates to the PCs, until this comes out through play. I'm expecting to be flexible and responsive to the players' action declarations, and also to their hopes/expectations for where the story is going. [/QUOTE]
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