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<blockquote data-quote="overgeeked" data-source="post: 9069137" data-attributes="member: 86653"><p>All you need is consistency of setting. All the rest of the above is superfluous.</p><p></p><p>It's an inverse ratio, generally speaking. The more rules, the less immersion. Why? Because the more rules you have, the more likely you are to forget them and the more likely you are to have to stop the game (i.e. break immersion) and look up the rules. The most immersive experiences I've ever had were in rules ultralight games, namely FKR. Because we could just play the game by being immersed in the setting without having to break immersion every few minutes to do rules stuff. Mechanics like Adventure Time's new Yes And system will likely be just as immersive (maybe more so). Because it's simple and rules light. It gets out of the way to let the players be immersed in the setting.</p><p></p><p>No, that would utterly break immersion because it's still game-mechanics time rather than narrative-immersion time. To be immersed in the story you have to stay in the story as much as possible. Every time you call attention to the mechanics that breaks immersion. </p><p></p><p>This...</p><p></p><p>P1: "I do this."</p><p></p><p>GM: "Roll that." </p><p></p><p>P1: "I got a..." </p><p></p><p>P2: "Here's what happens..." </p><p></p><p>is less immersive than...</p><p></p><p>P1: "I do this."</p><p></p><p>GM: "Here's what happens..."</p><p></p><p>The more steps you put between the players declaration and the referee narrating the results, the more it breaks immersion. </p><p></p><p>Rules that help with immersion would be things like torches lasting 30-60 minutes (because they do), torches not sitting burning in every sconce in a castle (because that's a monumentally stupid waste or resources), weight being tracked and excessive weight slowing characters and causing exhaustion (because it does), needing to sleep uninterrupted for 6-8 hours (because people do), etc. Anything that reinforces the world helps with immersion. But, the closer your in-game world is to the real world, the less rules you need to bother with because all your players are (hopefully) quite familiar with the real world and don't need a book to tell them things like "people don't like when you threaten their lives and tend to react poorly if you do."</p></blockquote><p></p>
[QUOTE="overgeeked, post: 9069137, member: 86653"] All you need is consistency of setting. All the rest of the above is superfluous. It's an inverse ratio, generally speaking. The more rules, the less immersion. Why? Because the more rules you have, the more likely you are to forget them and the more likely you are to have to stop the game (i.e. break immersion) and look up the rules. The most immersive experiences I've ever had were in rules ultralight games, namely FKR. Because we could just play the game by being immersed in the setting without having to break immersion every few minutes to do rules stuff. Mechanics like Adventure Time's new Yes And system will likely be just as immersive (maybe more so). Because it's simple and rules light. It gets out of the way to let the players be immersed in the setting. No, that would utterly break immersion because it's still game-mechanics time rather than narrative-immersion time. To be immersed in the story you have to stay in the story as much as possible. Every time you call attention to the mechanics that breaks immersion. This... P1: "I do this." GM: "Roll that." P1: "I got a..." P2: "Here's what happens..." is less immersive than... P1: "I do this." GM: "Here's what happens..." The more steps you put between the players declaration and the referee narrating the results, the more it breaks immersion. Rules that help with immersion would be things like torches lasting 30-60 minutes (because they do), torches not sitting burning in every sconce in a castle (because that's a monumentally stupid waste or resources), weight being tracked and excessive weight slowing characters and causing exhaustion (because it does), needing to sleep uninterrupted for 6-8 hours (because people do), etc. Anything that reinforces the world helps with immersion. But, the closer your in-game world is to the real world, the less rules you need to bother with because all your players are (hopefully) quite familiar with the real world and don't need a book to tell them things like "people don't like when you threaten their lives and tend to react poorly if you do." [/QUOTE]
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