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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: 8251742" data-attributes="member: 6698278"><p>Wow. So despite the fact my games are fun and full of satisfied players doesn't matter.</p><p></p><p></p><p>This very link is what exploded the roleplaying hobby. Instead of very narrow limitations of other games the character could do whatever he wanted in an imaginary world. It's why tabletop games still survive despite fairly sophisticated multiplayer computer games. You just can't get a better sensory input device than a good DM. It's the highest bandwidth link ever invented in gaming.</p><p></p><p></p><p>I would agree that the rules and any setting info provided by the GM are inputs prior to game start that are highly helpful. And I'm fairly strict on letting the dice fall where they fall as you may know. But there is also a necessary trust that when the GM describes somethings to the players that seems on the surface to contradict other knowledge that they the players do not know the whole story. That something is at work that they do not understand. Yet.</p><p></p><p></p><p>No argument here. If my players see something that seems to "break" the known rules of the universe (something scientists do in this world as well) they adjust their working model and try to figure out the underlying principles behind the cause.</p><p></p><p></p><p>First the understanding is not superficial. It's the best interface in gaming. And I would agree that willy nilly ignoring the rules would be counterproductive but a slavish devotion to the rules in every instance would also be counterproductive. </p><p></p><p>One thing I notice about people who push back on my style is that they seem to have had a lot of adversarial relationships with GM. GM's need to be limited because they can't be trusted. I just don't play with those GMs.</p><p></p><p></p><p>Well again you go from an occurrence to making it common place. There can be no surprise and no wonder if the GM cannot contravene what is known in advance. I agree that if he contravenes everything all the time in a chaotic way then the players will get fatigued from the amount of change and become insensitive to it. I never said nor advocated. A power possessed is not by necessity a power abused. If you've been abused (and boy in some of your alls stories I have to think it was borderline real abuse) then leave that GM behind for good.</p></blockquote><p></p>
[QUOTE="Emerikol, post: 8251742, member: 6698278"] Wow. So despite the fact my games are fun and full of satisfied players doesn't matter. This very link is what exploded the roleplaying hobby. Instead of very narrow limitations of other games the character could do whatever he wanted in an imaginary world. It's why tabletop games still survive despite fairly sophisticated multiplayer computer games. You just can't get a better sensory input device than a good DM. It's the highest bandwidth link ever invented in gaming. I would agree that the rules and any setting info provided by the GM are inputs prior to game start that are highly helpful. And I'm fairly strict on letting the dice fall where they fall as you may know. But there is also a necessary trust that when the GM describes somethings to the players that seems on the surface to contradict other knowledge that they the players do not know the whole story. That something is at work that they do not understand. Yet. No argument here. If my players see something that seems to "break" the known rules of the universe (something scientists do in this world as well) they adjust their working model and try to figure out the underlying principles behind the cause. First the understanding is not superficial. It's the best interface in gaming. And I would agree that willy nilly ignoring the rules would be counterproductive but a slavish devotion to the rules in every instance would also be counterproductive. One thing I notice about people who push back on my style is that they seem to have had a lot of adversarial relationships with GM. GM's need to be limited because they can't be trusted. I just don't play with those GMs. Well again you go from an occurrence to making it common place. There can be no surprise and no wonder if the GM cannot contravene what is known in advance. I agree that if he contravenes everything all the time in a chaotic way then the players will get fatigued from the amount of change and become insensitive to it. I never said nor advocated. A power possessed is not by necessity a power abused. If you've been abused (and boy in some of your alls stories I have to think it was borderline real abuse) then leave that GM behind for good. [/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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