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<blockquote data-quote="Gorgon Zee" data-source="post: 7639957" data-attributes="member: 75787"><p>Umbran's comments on what breaks immersion for them is very helpful. There is always a big discussion whenever people talk about "immersion-breaking". For me, having played both the above systems about half a dozen times each, I found DitV much less immersion-breaking than PbtA. But when I look at the mechanics behind each of them, Umbran's position seems naturally stronger. I agree with the generally-stated position that the more system you have, the more apt it is to break immersion.</p><p></p><p>But I think we might be underestimating the differences between how people perceive system. For me, when i played DitV, I still felt strongly in character. When establishing the stakes, I am continually thinking about how much my character cares about this. When I raise the same question, with the rider that I am now thinking about if I care enough to risk the consequences, and the decision to escalate a conflict feels visceral to me. I imagine myself yelling at the opponent and my fist balling up, ready to move to brawling. (I note that I have just moved from 3rd person to 1st person immersion even while discussing this topic).</p><p></p><p>But moves in PbtA, while mechanically much simpler, always have me looking at the playbook in a mild state of despair. I just want to know where the target lives, but the playbook says I get two questions and my character feels focused on just finding the target, so I guess I'll spend a few minutes thinking what else I might ask. </p><p></p><p>I have a mathematically-inclined mind and am a professional statistician, so for me, judging probabilities and if/then rules are intuitive and natural. Maybe that explains why the Dogs rules are simpler for me to internalize -- not sure. But i think the search for a universal formula linking system to immersion is a chimeric one.</p></blockquote><p></p>
[QUOTE="Gorgon Zee, post: 7639957, member: 75787"] Umbran's comments on what breaks immersion for them is very helpful. There is always a big discussion whenever people talk about "immersion-breaking". For me, having played both the above systems about half a dozen times each, I found DitV much less immersion-breaking than PbtA. But when I look at the mechanics behind each of them, Umbran's position seems naturally stronger. I agree with the generally-stated position that the more system you have, the more apt it is to break immersion. But I think we might be underestimating the differences between how people perceive system. For me, when i played DitV, I still felt strongly in character. When establishing the stakes, I am continually thinking about how much my character cares about this. When I raise the same question, with the rider that I am now thinking about if I care enough to risk the consequences, and the decision to escalate a conflict feels visceral to me. I imagine myself yelling at the opponent and my fist balling up, ready to move to brawling. (I note that I have just moved from 3rd person to 1st person immersion even while discussing this topic). But moves in PbtA, while mechanically much simpler, always have me looking at the playbook in a mild state of despair. I just want to know where the target lives, but the playbook says I get two questions and my character feels focused on just finding the target, so I guess I'll spend a few minutes thinking what else I might ask. I have a mathematically-inclined mind and am a professional statistician, so for me, judging probabilities and if/then rules are intuitive and natural. Maybe that explains why the Dogs rules are simpler for me to internalize -- not sure. But i think the search for a universal formula linking system to immersion is a chimeric one. [/QUOTE]
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