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<blockquote data-quote="Psion" data-source="post: 401915" data-attributes="member: 172"><p>Ah, but by making all mistakes final and pressing on with the game instead of worrying about how to rewrite history and saving any clarifications until after the game, you avoid disrupting the game in the first place.</p><p></p><p></p><p></p><p>Bully for you. We look for some depth in our gaming experience.</p><p></p><p></p><p></p><p>And this has what to do with what we were discussing? You don't have to be a method actor to have immersion. Immersion is about the experience that the players have. If they players can get caught up in the action and story of the game and not be distracted by rules minutia, the game is that much more enjoyable IMNSHO.</p><p></p><p></p><p></p><p>Because it is less artificial and less jarring than hitting the rewind. I thought that much is obvious.</p><p></p><p></p><p></p><p>I vehemently disagree. Retconning is much more hoaky that merely making it up to the players.</p><p></p><p></p><p></p><p>What? "Rewriting events that happened" is retconning; not what I do.</p><p></p><p>I run my game by a sort of Schrodinger principle: if nobody saw it, it didn't happy. This is very convenient from a story flow standpoint. </p><p></p><p>Perhaps it would help if I point out an important house rule I use: Players do not know when their PCs die (and it's not always at -10; when a character dips below 0 hp, I make a secret con roll to determine how far below zero they can go). All they know is what I tell them, and nothing is set in stone until I tell the players the results. All they know is their character fell down. Any adjustement I do is entirely behind the scenes and does not disrupt the flow of the game.</p><p></p><p></p><p></p><p>Well that is not my preference, for reasons already stated.</p></blockquote><p></p>
[QUOTE="Psion, post: 401915, member: 172"] Ah, but by making all mistakes final and pressing on with the game instead of worrying about how to rewrite history and saving any clarifications until after the game, you avoid disrupting the game in the first place. Bully for you. We look for some depth in our gaming experience. And this has what to do with what we were discussing? You don't have to be a method actor to have immersion. Immersion is about the experience that the players have. If they players can get caught up in the action and story of the game and not be distracted by rules minutia, the game is that much more enjoyable IMNSHO. Because it is less artificial and less jarring than hitting the rewind. I thought that much is obvious. I vehemently disagree. Retconning is much more hoaky that merely making it up to the players. What? "Rewriting events that happened" is retconning; not what I do. I run my game by a sort of Schrodinger principle: if nobody saw it, it didn't happy. This is very convenient from a story flow standpoint. Perhaps it would help if I point out an important house rule I use: Players do not know when their PCs die (and it's not always at -10; when a character dips below 0 hp, I make a secret con roll to determine how far below zero they can go). All they know is what I tell them, and nothing is set in stone until I tell the players the results. All they know is their character fell down. Any adjustement I do is entirely behind the scenes and does not disrupt the flow of the game. Well that is not my preference, for reasons already stated. [/QUOTE]
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