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That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"
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<blockquote data-quote="TerraDave" data-source="post: 8242405" data-attributes="member: 22260"><p>Yes, its pretty subjective. And tricky. Detailed notes, as I am sure have been discussed, can add to immersion, but also serve as a sort of trap, actually limiting world engagement.</p><p></p><p>What engages players, and gets them into the game, are the same. One person's narrativist motivator is anothers meta-moodbreaker.</p><p></p><p>What the game is about is often the bridge. CoC does well with selective detail: for investigation, to set tone, and of course to bring the crazy. But the system also allows for the abstract, or role-played, resolution of any number of lesser or mundane tasks. D&D put the focus clearly on exploration, combat, magic, and role-played NPC encounters. Usually with some degree of prep, and details on NPC/Monster capabilities. By AD&D we did have more on the wider world--as the DM would dictate it--but outside core activities, detail was pretty light.</p><p></p><p>Of course, CoC does not have sandbox pretensions, which barely make sense in its setting (lets ignore the Mythos and teach classes and fix cars instead). D&D has always had some sandbox capability--but much of that was pretty crude, and it was clear from early on that the DM would create a dungeon, an adventure, or campaign, that would place some definition around what the PCs would do.</p></blockquote><p></p>
[QUOTE="TerraDave, post: 8242405, member: 22260"] Yes, its pretty subjective. And tricky. Detailed notes, as I am sure have been discussed, can add to immersion, but also serve as a sort of trap, actually limiting world engagement. What engages players, and gets them into the game, are the same. One person's narrativist motivator is anothers meta-moodbreaker. What the game is about is often the bridge. CoC does well with selective detail: for investigation, to set tone, and of course to bring the crazy. But the system also allows for the abstract, or role-played, resolution of any number of lesser or mundane tasks. D&D put the focus clearly on exploration, combat, magic, and role-played NPC encounters. Usually with some degree of prep, and details on NPC/Monster capabilities. By AD&D we did have more on the wider world--as the DM would dictate it--but outside core activities, detail was pretty light. Of course, CoC does not have sandbox pretensions, which barely make sense in its setting (lets ignore the Mythos and teach classes and fix cars instead). D&D has always had some sandbox capability--but much of that was pretty crude, and it was clear from early on that the DM would create a dungeon, an adventure, or campaign, that would place some definition around what the PCs would do. [/QUOTE]
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That Thread in Which We Ruminate on the Confluence of Actor Stance, Immersion, and "Playing as if I Was My Character"
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