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Is Immersion Important to You as a Player?
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<blockquote data-quote="pemerton" data-source="post: 8818980" data-attributes="member: 42582"><p>It's a while since I've read the rules for DitV, and I've never played it, but a good chunk of what you're asking about is there in the player-facing material that establishes the basics of the game.</p><p></p><p>That said, I do think the game is premised on an approach closer to what I've described upthread - the player filling in details where they feel they need them to help make sense of their PC - and less on an approach in which the player seeks and received input from outside. Because the latter tends to disrupt the player's focus on the "internal" and dramatic, and rather shifts the focus of play onto processing someone else's storytelling and building up a picture of that.</p><p></p><p>There is a crucial role for GM narration in DitV, namely, in revealing new towns - which are the focus of a session's activity - to the players. But the point of that narration isn't to provide the players with new information about the setting that will help them further contextualise their PCs. It's to provide problems that the PCs have to deal with, and which - in the course of being dealt with - will require more engagement by the PCs with the "internal" and dramatic that they, via their PCs, are bringing to the situation.</p></blockquote><p></p>
[QUOTE="pemerton, post: 8818980, member: 42582"] It's a while since I've read the rules for DitV, and I've never played it, but a good chunk of what you're asking about is there in the player-facing material that establishes the basics of the game. That said, I do think the game is premised on an approach closer to what I've described upthread - the player filling in details where they feel they need them to help make sense of their PC - and less on an approach in which the player seeks and received input from outside. Because the latter tends to disrupt the player's focus on the "internal" and dramatic, and rather shifts the focus of play onto processing someone else's storytelling and building up a picture of that. There is a crucial role for GM narration in DitV, namely, in revealing new towns - which are the focus of a session's activity - to the players. But the point of that narration isn't to provide the players with new information about the setting that will help them further contextualise their PCs. It's to provide problems that the PCs have to deal with, and which - in the course of being dealt with - will require more engagement by the PCs with the "internal" and dramatic that they, via their PCs, are bringing to the situation. [/QUOTE]
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