Lanefan
Victoria Rules
That's our fundamental disagreement, as I say that when the game state denies your involvement for however long then so be it.Plus, let us point out the rhetorical trickery employed here. (Note that I am arguing to the thread at large; I know you don't need to hear this.)
"Tough. Not evryone [sic] is going to be involved every moment, fact of life."
What does that actually mean? "You won't be involved in every single moment." A pretty milquetoast thing. There will be some number of moments where you aren't involved.
But what is that being used to claim? "You not being involved for long stretches of time is completely okay." No! No it is not!
And periodically-denied involvement is a built-in fact of the game state, sometimes inflicted by the opposition (usually as an effect that takes you out of combat), and sometimes inflicted or even self-inflicted by roleplay (Player: "You guys explore, I'll stay and watch the horses" or "Jerelle, you go scout the ramparts, we'll wait here".)
Sure it's maybe not fun for those inactive at the moment, but I'm in no way pretending or trying to claim the game will be fun for everyone all the time. There'll be highs and lows and everything in between, with the aggregate in the end being (I hope) an enjoyable experience.
A player not paying attention while their character is also unable to pay attention is actually good in-character roleplaying!Hard lockouts for extended periods of time should be rare. When they come up, there should be things players can do about them--just as there should be things opponents can do about them. Players should not be pulling out their phones while they wait for something interesting that might actually involve them this time. That, too, is a fact of life. Boring your audience in the long stretches between things relevant to them is bad.
More seriously, I think it was @guachi just upthread who said - and I completely agree - the number one job of a player is to be entertaining and the number two job is to be entertained. Well, if the other players and the DM are doing Job One right, I should still be entertained as a player by what they're doing even if I myself am not actively involved at the moment.
It should. We skip over such things in play but still assume they occur.Plus? Realism is only one element of game design, and it is not the most salient in all parts of things. Realism requires that every character relieve themselves on the regular. Does that mean we force heavily-armored characters to doff all their armor three to six times a day to go piddle in a hole?
Again, it's assumed as part of the established SOP for making camp; and actually becomes relevant if the party is trapped in a confined space for any length of time.Does that mean we expect players to have a plan for digging out a latrine hole every time they make camp, and how to cover it again every time they break camp? I should think no one in this forum would say "yes" to those questions.
But it sure makes design a lot easier (and IMO a lot better) if you just think "What would the characters do?" and design around the more obvious answers, with minimal or even no regard for the metagame.Realism is good when it provides useful or beneficial things, like making the experience feel more vivid and tangible. But being realistic is not the end-all, be-all of game design.
So whether or not "not everyone is going to be involved every moment" is a "fact of life" is not, in and of itself, the reason to do something.