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General Tabletop Discussion
*TTRPGs General
On 5E Skills (aka How Game System Affects Immersion)
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<blockquote data-quote="thzero" data-source="post: 5903430" data-attributes="member: 86754"><p>Can I rinse and repeat my answer? Maybe I've been isolated, but I've never actually set in on a game anywhere (including GenCon) where there was a lot of "immersive acting" going on, but rather everything was in game terms even with games such as Amber (ya, boo, ya, boo, ya, boo). Any prose related gaming has been through MU*s and/or PBEM/PBP style of games.</p><p></p><p>Frankly "game terms" is easiest for the vast majority of people to play in. Not everyone, well IMO most everyone, is not very good at descriptive prose. And if your group is then that is great for you if that is what you are in to, but for the rest of us "mere gaming mortals" it is just far easier to talk in "game terms".</p><p></p><p></p><p></p><p>Yup. Done that for eons. It isn't that hard, it doesn't take any addition rules, and frankly it allows the game to have a more "vibrant" system (skill, attack, etc.) for the situations in which skill does play a factor.</p><p></p><p></p><p></p><p>Righto. I've never seen anything in a crunchy set of rules that says "Do not attempt to feed the bear". So if a group is good at it and/or enjoys it, or even if one or two players enjoy it (as long as it doesn't interfere with the other's enjoyment.. ) to add "flavor" on top of whatever roles. That used to be pretty common fare on the RPG MU*s; you roll your mechanic and then based on that "describe" what your character did or did not accomplished.</p><p></p><p>But the other way does not work. You can hand wave any rule, but its hard to actually use a rule if it is not there.</p></blockquote><p></p>
[QUOTE="thzero, post: 5903430, member: 86754"] Can I rinse and repeat my answer? Maybe I've been isolated, but I've never actually set in on a game anywhere (including GenCon) where there was a lot of "immersive acting" going on, but rather everything was in game terms even with games such as Amber (ya, boo, ya, boo, ya, boo). Any prose related gaming has been through MU*s and/or PBEM/PBP style of games. Frankly "game terms" is easiest for the vast majority of people to play in. Not everyone, well IMO most everyone, is not very good at descriptive prose. And if your group is then that is great for you if that is what you are in to, but for the rest of us "mere gaming mortals" it is just far easier to talk in "game terms". Yup. Done that for eons. It isn't that hard, it doesn't take any addition rules, and frankly it allows the game to have a more "vibrant" system (skill, attack, etc.) for the situations in which skill does play a factor. Righto. I've never seen anything in a crunchy set of rules that says "Do not attempt to feed the bear". So if a group is good at it and/or enjoys it, or even if one or two players enjoy it (as long as it doesn't interfere with the other's enjoyment.. ) to add "flavor" on top of whatever roles. That used to be pretty common fare on the RPG MU*s; you roll your mechanic and then based on that "describe" what your character did or did not accomplished. But the other way does not work. You can hand wave any rule, but its hard to actually use a rule if it is not there. [/QUOTE]
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