Campbell
Relaxed Intensity
I feels this ties back to something @AlViking said upthread, where he believed that Trad-gamers try immerse themself into the character whereas the other side treat the character as some sort of avatar.
I suspect there is some truth to that but it is not the whole story there is also:
- Trad-gamers believe immersion comes from knowledge limitation in an attempt to mimic RL in order to play a character true; whereas
- the Narrative side freely gives the meta knowledge in an attempt get it out the way, and allow the player to rather focus on the truth of the character.
A Trad-gamer is concerned with the numbers, the game prioritises the numbers, and thus meta knowledge is hurtful to immersion.
To a Narrative gamer the stakes, character bonds, win/loss conditions etc are in a sense more important than the numbers, therefore the meta knowledge doesn't lessen their character's truth.
Those that play Narrative games can please correct me, but that is how I understand it with my limited knowledge based solely on conversations here.
For @Lanefan the meta-knowledge being revealed is akin to cheating, because it is assumed a player cannot play their character true having that information, which, IMHO, is not a good reflection on the game.
It is 1 of my personal frustrations I have with D&D.
The sense of being there, in character, is deeply important to me (like maybe most important thing at times). However, that also includes, access to my character's intuition about the world around them, which to me should be different from my own intuitions.
There's also the matter that the games my group plays feature a very different sort of fictional norms than typical D&D play. The characters are almost always in fictional circumstances that they are deeply comfortable in and know a good deal about. Because they are going about their lives, interacting with places they know and with people they know for the most part. Even when these details are new, they are the sorts of things characters are with.
We're also usually dealing with the sorts of fiction where the setting is acting on the characters as much as they are acting on it. The stakes are often pretty clear because someone is trying to get information from them, ingratiate themselves or in some other way are actively doing stuff that's pretty apparent.
In a blog post, John Harper lays out the 4 C's of character that apply in the sorts of scenarios I generally deal with (in these games) :
Connected: The character has relationships (positive and negative) with other significant characters in the situation.
Committed: The character has a stake in the outcome of the situation, and will stay to see it through.
Capable: The character has the capacity to affect change in the situation by taking decisive action.
Conflicted: The character has beliefs and goals that are in conflict. They must make choices about which are more important, and which must be abandoned or changed.
So, you are dealing with situations you give a damn about so likely so knowledge of, people you have spent time around before, are capable of handling (so have mostly useful intuitions about and have some beliefs you are conflicted about). Things are familiar rather than foreign so telegraphing tends to enhance that sense of being there in the moment rather than detract from it.
Part of all this includes like ceding like your character's intuitions about their environment in part to the GM (and making that part of your immersion).
In other words, we have the information our characters should have. We just design the scenarios / scenes so that's enough.
Because we are dealing with familiar situations (familiar to our characters but not to us) the telegraphing actually helps us to get in the right headspace.
TLDR different play processes were developed with different sorts of fiction in mind.
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