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numerera GM intrusions: help me get it
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<blockquote data-quote="Emerikol" data-source="post: 6209991" data-attributes="member: 6698278"><p>Thanks. I'm glad you were not intending insult. </p><p></p><p>I know it's just preferences too so please take what follows as just me expressing how I view immersion.</p><p></p><p>I want to make decisions as my character. I guess you'd call that actor mode as opposed to director mode. So when I'm climbing a wall, I always want to succeed. If the GM intrudes and offers me xp to take a lesser result, then I the player must weigh the choices and decide. Is the extra xp worth the trouble about to happen in game? The character though is still climbing the wall and knows nothing of this "devils bargain" the player and GM have hatched. To me, that is immersion breaking because I'm no longer being my character.</p><p></p><p>Now as for dice rolling. First I think the GM needs to know what he is doing and if he feels the need to look up a DC he should wing it instead. Then chastise himself for not knowing the rules better and be better prepared next time. I won't know what he does. All I will know is the wall looks "hard" or "easy". If my GM even states the DC which is only sometimes when it's clear I could judge the difficulty, that number is just a way to communicate to the player what the character is seeing. Personally, I could dispense with the dice and let the GM roll everything and probably be happy. Just act and react as my character but even I realize my fellow players would draw the line. At least some of them would.</p><p></p><p>I also think the wall example is not the only one I've seen. I truly love Monte Cook's work normally, so I've followed Numenera closely even though system wise it's not a good fit for me. He gave an example once of someone standing on a trap door. The door drops open under the players feet. The GM intrudes offering an xp to fall through or if rejected the player will leap aside before falling. Maybe that is a little like climbing the wall if normally you'd allow the PC a chance to escape the trap after coming to stand upon it. I kind of got the impression maybe once you went that far you wouldn't.</p><p></p><p>I realize this one mechanic could be totally ignored. I have a few other issues with the game along similar lines though. I've played it and I think the overall idea is awesome. I think cyphers are a little too pat. I'm not sure I'm totally at ease with effort conceptually and it's relation to damage. A lot of perhaps minor factors. I was in the Kickstarter. I probably won't go forward with the game. I do wish Monte the best because he is genuinely one of the nice guys in this hobby. So I want to like his stuff.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 6209991, member: 6698278"] Thanks. I'm glad you were not intending insult. I know it's just preferences too so please take what follows as just me expressing how I view immersion. I want to make decisions as my character. I guess you'd call that actor mode as opposed to director mode. So when I'm climbing a wall, I always want to succeed. If the GM intrudes and offers me xp to take a lesser result, then I the player must weigh the choices and decide. Is the extra xp worth the trouble about to happen in game? The character though is still climbing the wall and knows nothing of this "devils bargain" the player and GM have hatched. To me, that is immersion breaking because I'm no longer being my character. Now as for dice rolling. First I think the GM needs to know what he is doing and if he feels the need to look up a DC he should wing it instead. Then chastise himself for not knowing the rules better and be better prepared next time. I won't know what he does. All I will know is the wall looks "hard" or "easy". If my GM even states the DC which is only sometimes when it's clear I could judge the difficulty, that number is just a way to communicate to the player what the character is seeing. Personally, I could dispense with the dice and let the GM roll everything and probably be happy. Just act and react as my character but even I realize my fellow players would draw the line. At least some of them would. I also think the wall example is not the only one I've seen. I truly love Monte Cook's work normally, so I've followed Numenera closely even though system wise it's not a good fit for me. He gave an example once of someone standing on a trap door. The door drops open under the players feet. The GM intrudes offering an xp to fall through or if rejected the player will leap aside before falling. Maybe that is a little like climbing the wall if normally you'd allow the PC a chance to escape the trap after coming to stand upon it. I kind of got the impression maybe once you went that far you wouldn't. I realize this one mechanic could be totally ignored. I have a few other issues with the game along similar lines though. I've played it and I think the overall idea is awesome. I think cyphers are a little too pat. I'm not sure I'm totally at ease with effort conceptually and it's relation to damage. A lot of perhaps minor factors. I was in the Kickstarter. I probably won't go forward with the game. I do wish Monte the best because he is genuinely one of the nice guys in this hobby. So I want to like his stuff. [/QUOTE]
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