yes. Very much it helps with immersion. again this style did start as a reaction to bad actors (DM and Players) who no longer game with us... if we didn't find the benefits (more immersion, more variance in characters, more fun descriptions, more player engagement) there would be no reason to continue it.Out of curiosity, do you feel like the way you separate player and character "skill" regarding task resolution impacts your sense of immersion?
yes very much. it is most likely the #2 reason I promote this style is to help immersion. It doesn't matter that I know how to talk the baron into it... I am immersed in the character and if the character can.Do you even want a sense of immersion?
again very much so... in fact again I found we had more variable role play more fun moments once we did this for a couple of campaigns... once a player learns that they can't accidently auto fail a scene if they say the wrong things we have found people are MUCH more likely to try new things.What about role play
it depends... on our mood and the hour of the night but yes. Again I have found it increased. before this Joe would not play a bard or warlock or sorcerer because he felt he couldn't pull off a high cha, and if he tried he 100% would want someone else to be the face... after a couple of tries he found he LOVES playing the face. Same with Ross.Even though in-character soliloquies won't impact social encounters, does your group engage in them anyway?
Ironically the reveres for Kurt who always was the theif (later rogue) weather through multi or not. why you ask, becuse he is real good at narrating finding hidden things, and in real life can read most dms on when traps or tricks are coming... but once the character skill mattered more he could branch out and not feel he was letting us down.