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General Tabletop Discussion
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The History of 'Immersion' in RPGs
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<blockquote data-quote="Hriston" data-source="post: 8204040" data-attributes="member: 6787503"><p>The difference, as I see it, is that one is making decisions based on looking at my character from the outside and asking, "What would that person do?" and the other is making decisions from the imagined point of view of my character, i.e. looking out at the world from my character's eyes, as it were. I think both could reasonably be considered roleplaying in actor stance, with which immersion as a phenomenon is generally associated, but I think the former at least comes close to author stance roleplaying because the <strong>player's</strong> priority of <em>doing what my character would do</em> is taking precedence over perceptions that might arise from the organic inhabitation of the character, and then a motivation is being invented for the character to justify its actions based on what the player thinks it would do. I don't see how the resulting decision is any different from the one you, the player, wanted to make. Just because you, the player, might have had other priorities that you're ignoring in this case doesn't mean that this decision isn't being made based on one of your own priorities.</p><p></p><p></p><p>I agree with you about alignment because I treat them as objective forces in the games I run. If I were to change a character's alignment, though, I'd inform the player, mostly because there are mechanical implications, in my games, in terms of reaction rolls for determining starting attitude and social interaction DC's. I would never change a character's ability scores based on the player's roleplaying, though, because I don't believe the two things can be in conflict.</p><p></p><p></p><p>It's funny. I asked if this was true in your personal game, and you answered as if you think it's true of the game in general. Consider the possibility that it's not stated as a rule because it isn't one.</p><p></p><p></p><p>I assume we're talking about D&D because this thread is in the D&D forum. Of course these things on the character sheet <em>can</em> inform roleplaying, but only inasmuch as the player chooses that they do. A player is incentivized, for example, to choose actions that rely on the character's strong abilities in case the success of the action is in doubt and is tested with a check. A player is also incentivized to play to their character's personality traits, ideal, bond, and flaw by the Inspiration mechanic. There's nothing in the rules, though, that says they must inform roleplaying. It's just not the way the system works.</p></blockquote><p></p>
[QUOTE="Hriston, post: 8204040, member: 6787503"] The difference, as I see it, is that one is making decisions based on looking at my character from the outside and asking, "What would that person do?" and the other is making decisions from the imagined point of view of my character, i.e. looking out at the world from my character's eyes, as it were. I think both could reasonably be considered roleplaying in actor stance, with which immersion as a phenomenon is generally associated, but I think the former at least comes close to author stance roleplaying because the [B]player's[/B] priority of [I]doing what my character would do[/I] is taking precedence over perceptions that might arise from the organic inhabitation of the character, and then a motivation is being invented for the character to justify its actions based on what the player thinks it would do. I don't see how the resulting decision is any different from the one you, the player, wanted to make. Just because you, the player, might have had other priorities that you're ignoring in this case doesn't mean that this decision isn't being made based on one of your own priorities. I agree with you about alignment because I treat them as objective forces in the games I run. If I were to change a character's alignment, though, I'd inform the player, mostly because there are mechanical implications, in my games, in terms of reaction rolls for determining starting attitude and social interaction DC's. I would never change a character's ability scores based on the player's roleplaying, though, because I don't believe the two things can be in conflict. It's funny. I asked if this was true in your personal game, and you answered as if you think it's true of the game in general. Consider the possibility that it's not stated as a rule because it isn't one. I assume we're talking about D&D because this thread is in the D&D forum. Of course these things on the character sheet [I]can[/I] inform roleplaying, but only inasmuch as the player chooses that they do. A player is incentivized, for example, to choose actions that rely on the character's strong abilities in case the success of the action is in doubt and is tested with a check. A player is also incentivized to play to their character's personality traits, ideal, bond, and flaw by the Inspiration mechanic. There's nothing in the rules, though, that says they must inform roleplaying. It's just not the way the system works. [/QUOTE]
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