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General Tabletop Discussion
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The History of 'Immersion' in RPGs
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<blockquote data-quote="Lanefan" data-source="post: 8199553" data-attributes="member: 29398"><p>Chicken-and-egg, I suppose. Once I've got all the relevant bits and pieces together to inform my roleplay - including the various choices I've made during char-gen plus the numbers the dice have given me to work with - I'll then come up with the basics of a personality and outlook for the character. Then, once the character comes into play, the in-game decisions it makes (or that I-as-its-player make for it) will ideally be made through the character's eyes and as extensions of that personality and outlook.</p><p></p><p>To me this is more immersive, in that - again ideally - I can "inhabit" the character right from square one and make decisions as if I was the character.</p><p></p><p>What ends up happening there is you get two characters in one: the character that the sheet seems to suggest, and the character you're actually playing. If-when these get too far apart, as either fellow player or DM I'm likely to raise a squawk.</p><p></p><p>I see it more as in RPGing you don't have to worry about reaching the point of the script and blocking restraints disappearing from your consciousness, because they're already gone to begin with. From there, it's easy enough to just inhabit the character and have it do what it would do.</p><p></p><p>Semantics, perhaps, but when I think of "authoring" what comes to mind is preparing something ahead of time; as opposed to improvising where nothing is authored and it just happens. Sure, after the fact one can look back in hindsight and say things were authored, but in the moment I don't see that as what I'm doing (and I'd think it somewhat pretentious if I did).</p><p></p><p>I certainly do, as one of those underlying game-based processes is - within reason - to play to your numbers.</p></blockquote><p></p>
[QUOTE="Lanefan, post: 8199553, member: 29398"] Chicken-and-egg, I suppose. Once I've got all the relevant bits and pieces together to inform my roleplay - including the various choices I've made during char-gen plus the numbers the dice have given me to work with - I'll then come up with the basics of a personality and outlook for the character. Then, once the character comes into play, the in-game decisions it makes (or that I-as-its-player make for it) will ideally be made through the character's eyes and as extensions of that personality and outlook. To me this is more immersive, in that - again ideally - I can "inhabit" the character right from square one and make decisions as if I was the character. What ends up happening there is you get two characters in one: the character that the sheet seems to suggest, and the character you're actually playing. If-when these get too far apart, as either fellow player or DM I'm likely to raise a squawk. I see it more as in RPGing you don't have to worry about reaching the point of the script and blocking restraints disappearing from your consciousness, because they're already gone to begin with. From there, it's easy enough to just inhabit the character and have it do what it would do. Semantics, perhaps, but when I think of "authoring" what comes to mind is preparing something ahead of time; as opposed to improvising where nothing is authored and it just happens. Sure, after the fact one can look back in hindsight and say things were authored, but in the moment I don't see that as what I'm doing (and I'd think it somewhat pretentious if I did). I certainly do, as one of those underlying game-based processes is - within reason - to play to your numbers. [/QUOTE]
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