Unless I am misunderstanding, I think she is saying the players have to be quiet if they want their characters to be quiet.What? I can’t tell if you’re confused or just trying to...something.
Unless I am misunderstanding, I think she is saying the players have to be quiet if they want their characters to be quiet.What? I can’t tell if you’re confused or just trying to...something.
Unless I am misunderstanding, I think she is saying the players have to be quiet if they want their characters to be quiet.
Unless I am misunderstanding, I think she is saying the players have to be quiet if they want their characters to be quiet.
You are both essentially correct. What you say translates, through the clouded mirror effect, to what occurs in the fiction. So, when you make references to real-life pop culture and technology, your character makes equivalent references to something in the setting that would evoke a similar reaction. When you talk about being low on HP, your character says something in-fiction that communicates similar information about their wellbeing. And when you talk, out loud, about whether or not you should kill this guard, so do your characters (unless you’re actually using Telepathic Bond or something).I guess it's possible that I'm misunderstanding, but I thought @Charlaquin meant that everybody is speaking using present day language and idioms and grammar, and adding metagame commentary ("Natural 20! Critical!"), and even non-game asides ("WHERE'S THE CHEETOHS!??!!?") and the players all just interpret/filter as necessary to "hear" things in-character. The player says "Natural 20!" but what the other players hear/see is blood spray across the room as the character lands a mighty blow.
Combat does pull me out of character, yes. I prefer as few rolls as possible when I play. When I DM, I'm flipping around between so many characters and out of character that in-character isn't even really much of a thing. I can't immerse myself like I can as a player.Which is the point I was trying to make to @Maxperson: if "Natural 20! Critical!" doesn't yank you jarringly out-of-character, then neither should, "She's a Lich; I read that in a novel." It's a choice to be affected differently by those two things.
Well, it seems like you are saying the players cannot talk about in game things without their characters also talking.I don’t see how it’s “policing” anything to rule that what you say translates to what your characters say.
Well, it seems like you are saying the players cannot talk about in game things without their characters also talking.
Yeah. It seems like the players are not prevented from doing anything, but their characters will take potentially unwanted actions in game. So the end result looks like conditioning players.Yes, it sounds like it's a table rule that is enforced not by telling players what they can and can't do, but rather through consequences.
Yeah. It seems like the players are not prevented from doing anything, but their characters will take potentially unwanted actions in game. So the end result looks like conditioning players.
The heart likes what it likes!and rules like this one don't bother me at all.
I don’t understand. In what way would characters take unwanted actions? If you don’t want your character to take an action, literally all you have to do is not say your character takes it...Yeah. It seems like the players are not prevented from doing anything, but their characters will take potentially unwanted actions in game. So the end result looks like conditioning players.