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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="Emerikol" data-source="post: 8250743" data-attributes="member: 6698278"><p>I would only use it for mechanics that you specify in the first paragraph. I think that is a good description of what I talk about. </p><p></p><p>Realize too that with any roleplaying game there is an "implied" setting. That has to play into the decision making process. Here is an example...</p><p></p><p>In the implied setting of 1e D&D, Wizards memorized their spells and upon casting them they disappeared from their minds. This memorization process and the fact they disappeared along with the levels of those spells were all associated. That is because the game setting implied such association. Wizards knew about all these things. Spells were real to the inhabitants of the fantasy world.</p><p></p><p>Whereas other mechanics don't have that implied setting support. In 4e, a rogue being able to throw a flurry of daggers once per day for example. Rogues may have a maneuver where they throw daggers but they have no notion of a one day limit. If instead there were a magical death cult, that specifically imbued themselves with such a power in some associated way then the power would become associated. Instead we had no attempt to associate any of these martial powers. Players deciding the moment when characters got a once in a day opportunity was very much authorial stance. </p><p></p><p>So it's never about realism. We can all agree that at times D&D has had some pretty unrealistic things. It's about association in the setting for each ability.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8250743, member: 6698278"] I would only use it for mechanics that you specify in the first paragraph. I think that is a good description of what I talk about. Realize too that with any roleplaying game there is an "implied" setting. That has to play into the decision making process. Here is an example... In the implied setting of 1e D&D, Wizards memorized their spells and upon casting them they disappeared from their minds. This memorization process and the fact they disappeared along with the levels of those spells were all associated. That is because the game setting implied such association. Wizards knew about all these things. Spells were real to the inhabitants of the fantasy world. Whereas other mechanics don't have that implied setting support. In 4e, a rogue being able to throw a flurry of daggers once per day for example. Rogues may have a maneuver where they throw daggers but they have no notion of a one day limit. If instead there were a magical death cult, that specifically imbued themselves with such a power in some associated way then the power would become associated. Instead we had no attempt to associate any of these martial powers. Players deciding the moment when characters got a once in a day opportunity was very much authorial stance. So it's never about realism. We can all agree that at times D&D has had some pretty unrealistic things. It's about association in the setting for each ability. [/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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