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The History of 'Immersion' in RPGs
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<blockquote data-quote="Swarmkeeper" data-source="post: 8193934" data-attributes="member: 6921763"><p>I keep reading "police state" here. Some subliminal judgement of your game? I hope not! LOL</p><p></p><p></p><p>Hence your aversion to 5e. Understood.</p><p></p><p></p><p>Based on my responses so far, I think you know the answer is the latter: the player determines how they roleplay their PC. Although, I'm not sure why a player would choose bonds and flaws and then ignore them. They add to the fun. To each their own, I suppose.</p><p></p><p></p><p>Advocating for your character and trying to play the all-knowing super-hero are two different things. I will grant you that applying bad faith to the former could lead to the latter - but the game at its root does not "ask" the player to leap there.</p><p></p><p></p><p>In 5e the difference between 6 and 8 is exactly the same as 4 and 6 for all abilities. +1 difference in the modifier. I suspect that is not so in the editions you play so perhaps that's part of the disconnect here.</p><p></p><p></p><p>Might matter in the edition you are playing. Does not matter in 5e. Roleplaying does not grant the magic ability to make a -1 modifier into a +3.</p><p></p><p></p><p>To me, in the context of 5e, that's a DM issue with creation of challenges and adjudication of said challenges. If the DM, in a 5e game, needs to say "your character wouldn't do/think/say that", something has gone wrong behind the screen, IMO (and IME). Also, that player is hogging the spotlight and we're back to the jerk fallacy.</p><p></p><p></p><p>Agreed.</p><p></p><p></p><p>That's the thing: in 5e there are no hard rules about how the player <em>must </em>play their character. There are hints at how one might portray high or low ability scores, but nothing is mandated.</p><p></p><p>As for the asterisk, the Inspiration mechanic is just part of the 5e game. I, for one, don't care if it is a blatant meta-mechanic that offends the anti-metagaming mindset (you may have seen my metagaming philosophy upthread). Inspiration promotes interesting roleplaying and is used to gain advantage when attempting challenging actions in the game world. But I understand that's not your bag which, of course, is fine as I'm sure you are also having fun with your games that lack said mechanic.</p></blockquote><p></p>
[QUOTE="Swarmkeeper, post: 8193934, member: 6921763"] I keep reading "police state" here. Some subliminal judgement of your game? I hope not! LOL Hence your aversion to 5e. Understood. Based on my responses so far, I think you know the answer is the latter: the player determines how they roleplay their PC. Although, I'm not sure why a player would choose bonds and flaws and then ignore them. They add to the fun. To each their own, I suppose. Advocating for your character and trying to play the all-knowing super-hero are two different things. I will grant you that applying bad faith to the former could lead to the latter - but the game at its root does not "ask" the player to leap there. In 5e the difference between 6 and 8 is exactly the same as 4 and 6 for all abilities. +1 difference in the modifier. I suspect that is not so in the editions you play so perhaps that's part of the disconnect here. Might matter in the edition you are playing. Does not matter in 5e. Roleplaying does not grant the magic ability to make a -1 modifier into a +3. To me, in the context of 5e, that's a DM issue with creation of challenges and adjudication of said challenges. If the DM, in a 5e game, needs to say "your character wouldn't do/think/say that", something has gone wrong behind the screen, IMO (and IME). Also, that player is hogging the spotlight and we're back to the jerk fallacy. Agreed. That's the thing: in 5e there are no hard rules about how the player [I]must [/I]play their character. There are hints at how one might portray high or low ability scores, but nothing is mandated. As for the asterisk, the Inspiration mechanic is just part of the 5e game. I, for one, don't care if it is a blatant meta-mechanic that offends the anti-metagaming mindset (you may have seen my metagaming philosophy upthread). Inspiration promotes interesting roleplaying and is used to gain advantage when attempting challenging actions in the game world. But I understand that's not your bag which, of course, is fine as I'm sure you are also having fun with your games that lack said mechanic. [/QUOTE]
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