clearstream
(He, Him)
RQ combat provides an exampleOnly the bolded portions are steps. The rest is player conversation. You can remove it and nothing would change.
There aren't really all that many non-diegetic mechanics. I had to search for a bit to find the one I mentioned in my last post. Most mechanics are there so that you can play the game in the fiction properly, so are diegetic as they correspond to actions and events in the fiction.
Sure. My point there was to show that it's not really going to take much effort on the part of the players. They don't need to consciously weed out non-diegetic things and focus on the diegetic ones. It just happens.
I also don't see any circular reasoning. The entire fictional world is diegetic, because the players are experiencing it and so are the characters. The mechanics are diegetic because they correspond to those in fiction actions and events, so are part of how the players are experiencing those in fiction actions and events.
A hit location table is associated with each creature. Modifiers to things like dodging are associated with what characters are carrying. Strike ranks are associated with weapons and actions. But no one should picture that just because statement of intent and movement of non-engaged characters are processed before melee, missile and spell resolution, that's how combat plays out in the world.
If we're saying game mechanics are diegetic, which parts of the RQ combat game mechanics are diegetic? Non-engaged characters do move in the fiction (something characters can know) but to ease processing they do that in phase 2., before melee, missile and spell resolution. From the RQ combat mechanics text
It is always necessary to realize that, although these phases are taken in turn, the activities they address occur more-or-less simultaneously
We're not supposed to picture everyone standing frozen, swords raised etc, while non-engaged characters run around. But how do we know which is which? It's because we've already decided on what is diegetic in the fiction, and then because we've decided that we're circling back to the mechanic and annotating some parts of it as diegetic.And that does no effective work at all, because we never picture that characters are aware of game mechanics! Other than in deliberate parody, characters do not have conversations like "I'm going to roll my Strength (Athletics) to climb this wall." All it means to say that a game mechanic is "diegetic" is that it is associated with something that is diegetic. And that is fine: it is perfectly useful to talk about game mechanics as having more or less abundant, direct, or high fidelity associations with things that are diegetic.
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