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<blockquote data-quote="Neonchameleon" data-source="post: 6308208" data-attributes="member: 87792"><p>Hah, yes. There's nothing wrong with codes of beliefs as long as they aren't being hammered home by the mechanics, so they just provide guidance. If you take the codes as being given by the Gods or even the mortals and the alignments as alliances of people who believe <em>roughly</em> the same thing it works.</p><p></p><p></p><p></p><p>It's possibly that the first Cortex+ game I played was Leverage, and that informs my play for the other games in the family. But each time there's a 1 in your dice pool in MHRP it adds to the Doom Pool. In Leverage (and, for that matter, Firefly) it creates or worsens a <em>Complication</em>. Which is a thing present in the game world (some times I don't reveal the complication, and I occasionally hold them back as a marker for when I know what they are). Or an asset for NPCs getting 1s. And I treat the adds to the Doom Pool in almost the same way; when there's a 1 and so a dice added or increased in the Doom Pool I describe something happening.</p><p></p><p>(On a tangent, it's interesting how different the Leverage method of overcoming complications in one go makes the game feel from Firefly's slowly countering them with enough successes so you're always struggling against your Complications).</p><p></p><p></p><p></p><p>As a fairly seasoned traveller, the idea that I have no idea where I am in a new city is ... anti-immersive. Sure, I can get lost in rabbit warrens. But I'm trying to remember the last time I came to a new city, got lost, and was unable to at least trace my way to a <em>local</em> centre. (I don't mean the city centre in a city with suburbs - I mean the local one). Half the time I can't even say how I do it, but it's something to do with traffic flows and person density. I also am very much aware that the source of information that the player of a character gets is a very narrow datastream, roughly the equivalent to a blind person with no sense of smell and a physical bubble around them being told what is going on by an interpreter. Seriously, in the real world I have five senses. And in unusual situations I use them all. In an RPG I am forced to rely on the very few things the DM is saying. A picture is worth a thousand words - with more if you have movement. A book on tape is recorded at 150-160wpm. Which means that to be worth what I would get from a single physical glance, the average DM needs to talk for around six minutes.</p><p></p><p>The single greatest impediment to immersion is just how little information is actually provided by the DM. For that matter how little information can be provided by the DM. This is why I'm in favour of games where information flows both ways - they are far more immersive because they allow for much easier matching between visualisations.</p><p></p><p>As for DM's immersion, this is not a priority. If a DM is immersed in someone's head, they need to get out of it. They won't stay for long. If a DM is immersed because of the consistency of the world they've probably built a planet of the hats. The real world is too big for one person to understand. So I want to know what you mean by "immersion" for the DM unless you're using it as a synonym for flow.</p><p></p><p></p><p></p><p>Possibly they could and didn't. But that is no reason to punish them for not being able to use their physical senses because even Oculus Rift doesn't provide that much information. And if they <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /><img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" />ed up normally they know it and accept it. Or feel they were stampeeded in the preparation. But there is also "Zipper DMing" - if you didn't specify that you put your junk away before you did your zipper up, your junk gets caught in your zipper. Assuming that the PCs didn't take basic precautions when they had the time to is frequently poor DMing.</p><p></p><p></p><p></p><p>Case by case. When I talk to someone in real life I have the advantage of reading their body language, hearing their tone, and knowing the cultural context they are coming from. When I am playing a PC I can't always do any of those depending on the DM. And then if I am playing a cleric I'm probably playing someone far better at reading people than I myself am.</p><p></p><p>Making up for the tiny channel you as a DM use is not spoon feeding the PCs. It's not destroying immersion by being either deliberately or accidentally secretive. Failing to communicate your game world is not a sign that you are DMing well.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6308208, member: 87792"] Hah, yes. There's nothing wrong with codes of beliefs as long as they aren't being hammered home by the mechanics, so they just provide guidance. If you take the codes as being given by the Gods or even the mortals and the alignments as alliances of people who believe [I]roughly[/I] the same thing it works. It's possibly that the first Cortex+ game I played was Leverage, and that informs my play for the other games in the family. But each time there's a 1 in your dice pool in MHRP it adds to the Doom Pool. In Leverage (and, for that matter, Firefly) it creates or worsens a [I]Complication[/I]. Which is a thing present in the game world (some times I don't reveal the complication, and I occasionally hold them back as a marker for when I know what they are). Or an asset for NPCs getting 1s. And I treat the adds to the Doom Pool in almost the same way; when there's a 1 and so a dice added or increased in the Doom Pool I describe something happening. (On a tangent, it's interesting how different the Leverage method of overcoming complications in one go makes the game feel from Firefly's slowly countering them with enough successes so you're always struggling against your Complications). As a fairly seasoned traveller, the idea that I have no idea where I am in a new city is ... anti-immersive. Sure, I can get lost in rabbit warrens. But I'm trying to remember the last time I came to a new city, got lost, and was unable to at least trace my way to a [I]local[/I] centre. (I don't mean the city centre in a city with suburbs - I mean the local one). Half the time I can't even say how I do it, but it's something to do with traffic flows and person density. I also am very much aware that the source of information that the player of a character gets is a very narrow datastream, roughly the equivalent to a blind person with no sense of smell and a physical bubble around them being told what is going on by an interpreter. Seriously, in the real world I have five senses. And in unusual situations I use them all. In an RPG I am forced to rely on the very few things the DM is saying. A picture is worth a thousand words - with more if you have movement. A book on tape is recorded at 150-160wpm. Which means that to be worth what I would get from a single physical glance, the average DM needs to talk for around six minutes. The single greatest impediment to immersion is just how little information is actually provided by the DM. For that matter how little information can be provided by the DM. This is why I'm in favour of games where information flows both ways - they are far more immersive because they allow for much easier matching between visualisations. As for DM's immersion, this is not a priority. If a DM is immersed in someone's head, they need to get out of it. They won't stay for long. If a DM is immersed because of the consistency of the world they've probably built a planet of the hats. The real world is too big for one person to understand. So I want to know what you mean by "immersion" for the DM unless you're using it as a synonym for flow. Possibly they could and didn't. But that is no reason to punish them for not being able to use their physical senses because even Oculus Rift doesn't provide that much information. And if they :):):):)ed up normally they know it and accept it. Or feel they were stampeeded in the preparation. But there is also "Zipper DMing" - if you didn't specify that you put your junk away before you did your zipper up, your junk gets caught in your zipper. Assuming that the PCs didn't take basic precautions when they had the time to is frequently poor DMing. Case by case. When I talk to someone in real life I have the advantage of reading their body language, hearing their tone, and knowing the cultural context they are coming from. When I am playing a PC I can't always do any of those depending on the DM. And then if I am playing a cleric I'm probably playing someone far better at reading people than I myself am. Making up for the tiny channel you as a DM use is not spoon feeding the PCs. It's not destroying immersion by being either deliberately or accidentally secretive. Failing to communicate your game world is not a sign that you are DMing well. [/QUOTE]
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