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How much suspension of disbelief do you require?
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<blockquote data-quote="Chrono22" data-source="post: 5115922" data-attributes="member: 86638"><p>Well, my favorite system requires very little suspension of disbelief in the first place, since the system is very broad, flexible, and intuitive.</p><p>I like the game environment to be as realistic as is reasonably possible. It makes the conclusions, ideas, and experiences I derive from play more rewarding- so, both. I find immersion to be fun, for the same reasons wearing new clothes or being in new places can be fun.</p><p></p><p>I allow both. Fortunately, my RPG doesn't really require the players/GM to discuss the mechanics at large during play- the core mechanic/processes are simple enough to understand.</p><p></p><p>Well, once again, this isn't a problem with my system. The mechanics reinforce player action in the context of his desires and the game environment. So, "real life" tactics actually happen more often as a consequence of how the rules function, instead of happening in spite of them. As a preference, though, I don't like it when an RPG gets in the way of RPing.</p><p></p><p>Broad easily applied rules that can be applied individually.<img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f609.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=";)" title="Wink ;)" data-smilie="2"data-shortname=";)" /></p></blockquote><p></p>
[QUOTE="Chrono22, post: 5115922, member: 86638"] Well, my favorite system requires very little suspension of disbelief in the first place, since the system is very broad, flexible, and intuitive. I like the game environment to be as realistic as is reasonably possible. It makes the conclusions, ideas, and experiences I derive from play more rewarding- so, both. I find immersion to be fun, for the same reasons wearing new clothes or being in new places can be fun. I allow both. Fortunately, my RPG doesn't really require the players/GM to discuss the mechanics at large during play- the core mechanic/processes are simple enough to understand. Well, once again, this isn't a problem with my system. The mechanics reinforce player action in the context of his desires and the game environment. So, "real life" tactics actually happen more often as a consequence of how the rules function, instead of happening in spite of them. As a preference, though, I don't like it when an RPG gets in the way of RPing. Broad easily applied rules that can be applied individually.;) [/QUOTE]
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How much suspension of disbelief do you require?
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