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<blockquote data-quote="Neonchameleon" data-source="post: 6780648" data-attributes="member: 87792"><p>I'm going to expand on that.</p><p></p><p>To me, based on the evidence I've seen from a range of groups, there is one single barrier to immersion. "Has the player internalised the rules to the point where they no longer need to think about them?" It doesn't matter what the rules are - that is the sole condition required. The player can act within the game without having to think about the mechanical structure of the ruleset. It's possible to be immersed in Fate or D&D (I've done both) - but if you start off with the D&D design assumptions (like the siliness of hit points and the weirdness of vancian casting) internalised and the Fate ones (like aspect use) not then D&D is going to be much easier to immerse in. If on the other hand you start from the other direction the immersion in Fate is going to be much much easier than D&D. (And few start as equals).</p><p></p><p>One point of Rules Light games is that with few rules to get in the way you can internalise the ruleset more easily (and nothing to me shatters immersion like spending ten minutes flipping through a rulebook to find the exact rule you need).</p><p></p><p>And one reason I love Vincent Baker's game design (although have no wish to play Poison'd or some of his other games) is that he intentionally designs round the way freeform gamers play, putting the mechanical resolution at the least intrusive points possible for freeform gaming. Which means that his games are designed to be as immersive as possible for people who aren't already tabletop roleplayers, making them excellent bridge games into tabletop RP from the creative side.</p></blockquote><p></p>
[QUOTE="Neonchameleon, post: 6780648, member: 87792"] I'm going to expand on that. To me, based on the evidence I've seen from a range of groups, there is one single barrier to immersion. "Has the player internalised the rules to the point where they no longer need to think about them?" It doesn't matter what the rules are - that is the sole condition required. The player can act within the game without having to think about the mechanical structure of the ruleset. It's possible to be immersed in Fate or D&D (I've done both) - but if you start off with the D&D design assumptions (like the siliness of hit points and the weirdness of vancian casting) internalised and the Fate ones (like aspect use) not then D&D is going to be much easier to immerse in. If on the other hand you start from the other direction the immersion in Fate is going to be much much easier than D&D. (And few start as equals). One point of Rules Light games is that with few rules to get in the way you can internalise the ruleset more easily (and nothing to me shatters immersion like spending ten minutes flipping through a rulebook to find the exact rule you need). And one reason I love Vincent Baker's game design (although have no wish to play Poison'd or some of his other games) is that he intentionally designs round the way freeform gamers play, putting the mechanical resolution at the least intrusive points possible for freeform gaming. Which means that his games are designed to be as immersive as possible for people who aren't already tabletop roleplayers, making them excellent bridge games into tabletop RP from the creative side. [/QUOTE]
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