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The History of 'Immersion' in RPGs
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<blockquote data-quote="jgsugden" data-source="post: 8187895" data-attributes="member: 2629"><p>DMG. Pg 34.</p><p></p><p>As a DM, I take a delight in immersing Hack and Slash players. There are a lot of player that have sat down at my game table to take their frustrations out on some skeletons and dragons without a concern for the story at all. They just want to have a bit or murder hobo fun.</p><p></p><p>And I give it to them. The story focuses on the other PCs. They're able to just drink their beer, smile and roll the dice. </p><p></p><p>For a while. Then, I give them a hook. It is usually a lure to give them a chance to do some solo combat and shine, but there are clear ramifications of doing so that they see coming. For example, they may end up being challenged to a duel by a local nobleman's child. They can turn down the duel and avoid the conflict, intentionally lose it, or they can fight to win. Whether they let the nobleman's son live or die in the duel, there will be some ramifications. I make sure those involve their beloved combats - but it also begins to weave a story, and I make sure that they drive those decisions by having NPCs address them, rather than the party. Most of the time, they start to put themselves out there more and start to build the RP muscles.</p></blockquote><p></p>
[QUOTE="jgsugden, post: 8187895, member: 2629"] DMG. Pg 34. As a DM, I take a delight in immersing Hack and Slash players. There are a lot of player that have sat down at my game table to take their frustrations out on some skeletons and dragons without a concern for the story at all. They just want to have a bit or murder hobo fun. And I give it to them. The story focuses on the other PCs. They're able to just drink their beer, smile and roll the dice. For a while. Then, I give them a hook. It is usually a lure to give them a chance to do some solo combat and shine, but there are clear ramifications of doing so that they see coming. For example, they may end up being challenged to a duel by a local nobleman's child. They can turn down the duel and avoid the conflict, intentionally lose it, or they can fight to win. Whether they let the nobleman's son live or die in the duel, there will be some ramifications. I make sure those involve their beloved combats - but it also begins to weave a story, and I make sure that they drive those decisions by having NPCs address them, rather than the party. Most of the time, they start to put themselves out there more and start to build the RP muscles. [/QUOTE]
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