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GMing: Transparency and Immersion
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<blockquote data-quote="steenan" data-source="post: 4627967" data-attributes="member: 23240"><p>Much depends on the game itself: both supported play style and mechanics.</p><p></p><p>If the mechanics is simple, but not abstract, letting the players know the numbers does not break immersion - the characters would have the equivalent information. The more detailed and complicated the mechanics becomes and the further it goes into abstractions, the less compatible are immersion and transparency. In D&D - complex and quite abstract in 3e, a little simplier but more abstract in 4e - they really are opposites.</p><p></p><p>On the other hand, some games are not designed for immersion and it has nothing to do with mechanics. "Dogs in the Vineyard" don't support immersion - and running it in more opaque way would not change it, at the same time moving the play away from what the game is about. Donjon differs greatly from DitV, but is similar in this aspect. Both involve the players in narration much more than traditional RPGs - that just requires transparency and weakens immersion.</p></blockquote><p></p>
[QUOTE="steenan, post: 4627967, member: 23240"] Much depends on the game itself: both supported play style and mechanics. If the mechanics is simple, but not abstract, letting the players know the numbers does not break immersion - the characters would have the equivalent information. The more detailed and complicated the mechanics becomes and the further it goes into abstractions, the less compatible are immersion and transparency. In D&D - complex and quite abstract in 3e, a little simplier but more abstract in 4e - they really are opposites. On the other hand, some games are not designed for immersion and it has nothing to do with mechanics. "Dogs in the Vineyard" don't support immersion - and running it in more opaque way would not change it, at the same time moving the play away from what the game is about. Donjon differs greatly from DitV, but is similar in this aspect. Both involve the players in narration much more than traditional RPGs - that just requires transparency and weakens immersion. [/QUOTE]
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GMing: Transparency and Immersion
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