Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="pemerton" data-source="post: 9509078" data-attributes="member: 42582"><p>Well, this is what I get from Oxford Languages, via Google:</p><p></p><p style="margin-left: 20px">noun: <strong>immersion</strong></p> <ol style="margin-left: 20px"> <li data-xf-list-type="ol">1.<br /> the action of immersing someone or something in a liquid.<br /> "his back was still raw from <strong>immersion in</strong> the icy Atlantic sea"<ul> <li data-xf-list-type="ul">baptism[/URL] by immersing a person bodily (but not necessarily completely) in water.</li> </ul></li> <li data-xf-list-type="ol">2.<br /> deep mental involvement in something.<br /> "a week's <strong>immersion in</strong> the culinary heritage of Puglia"<ul> <li data-xf-list-type="ul">a method of teaching a foreign language by the exclusive use of that language.<br /> "as a teacher she advocates learning by immersion"</li> </ul></li> </ol><p></p><p>So we're talking about being deeply mentally involved with the fiction - imagining it with a certain intensity, and making decisions about the game by reference to the fiction.</p><p></p><p>I don't know what the "two types" are supposed to be.</p><p></p><p>And the idea that, by deciding to go harder - say, by throwing in an extra die from a pool - there must be a <em>reduction</em> in immersion is simply a false empirical conjecture. I mean, I can't speak for people I don't know, but for the people I do know this does not prevent being deeply mentally involved with the fiction, and making decisions about it by reference to the fiction.</p><p></p><p>Thinking about how badly you (as the PC) want something, what's at stake, what price is worth paying - those are decisions that bring you into the fiction. They don't take one's thinking away from it. </p><p></p><p>Well, first, from the fact that changing something - in this case, method - affects the resulting experience, it wouldn't follow that changing that thing alters everything, or that <em>any</em> aspect of the resulting experience can be affected in this way. That's an empirical matter, not an a priori one.</p><p></p><p>Second, the methods I'm distinguishing are not mechanical techniques - which I think, in general and in themselves, make little difference to the experience of the fiction - but rather degrees of "seriousness" or depth or intensity.</p><p></p><p>I've experienced this sort of intensity arising from GM narration, but I don't think GM narration of GM-conceived ideas is the most reliable way to generate it. I think creative equality is more reliable.</p><p></p><p>I'm not sure what you're meaning by "narrativism".</p><p></p><p>If you're meaning "narrativism" as per <a href="http://www.indie-rpgs.com/_articles/narr_essay.html" target="_blank">The Forge "story now"</a>then narrativism is a "creative agenda" - of addressing "premise" and thereby creating "theme", using the particular approach to the shared creation of a fiction that RPGing permits, namely, one participant framing the situation while another says what the protagonist in that situation does.</p><p></p><p><em>Premise</em> is, to quote, a "problematic human issue". It can come from character or setting or situation. And (to quote), "Theme is defined as a value-judgment or point that may be inferred from the in-game events."</p><p></p><p>Narrativist play doesn't depend in any special way upon "methods for narrating the character". As I've often posted, the keys to narrativist play lie mostly on the GM side, and pertain to (i) how situations are established (particularly how they relate to, or express, premise), and (ii) how consequences are established (particularly how this allows place for players to give voice to theme).</p><p></p><p>I don't know. I think the way I'm using "immersion" is fairly clear, and fairly intuitive.</p></blockquote><p></p>
[QUOTE="pemerton, post: 9509078, member: 42582"] Well, this is what I get from Oxford Languages, via Google: [indent]noun: [B]immersion[/B] [LIST=1] [*]1. the action of immersing someone or something in a liquid. "his back was still raw from [B]immersion in[/B] the icy Atlantic sea" [LIST] [*]baptism[/URL] by immersing a person bodily (but not necessarily completely) in water. [/LIST] [*]2. deep mental involvement in something. "a week's [B]immersion in[/B] the culinary heritage of Puglia" [LIST] [*]a method of teaching a foreign language by the exclusive use of that language. "as a teacher she advocates learning by immersion" [/LIST] [/LIST][/indent] So we're talking about being deeply mentally involved with the fiction - imagining it with a certain intensity, and making decisions about the game by reference to the fiction. I don't know what the "two types" are supposed to be. And the idea that, by deciding to go harder - say, by throwing in an extra die from a pool - there must be a [I]reduction[/I] in immersion is simply a false empirical conjecture. I mean, I can't speak for people I don't know, but for the people I do know this does not prevent being deeply mentally involved with the fiction, and making decisions about it by reference to the fiction. Thinking about how badly you (as the PC) want something, what's at stake, what price is worth paying - those are decisions that bring you into the fiction. They don't take one's thinking away from it. Well, first, from the fact that changing something - in this case, method - affects the resulting experience, it wouldn't follow that changing that thing alters everything, or that [I]any[/I] aspect of the resulting experience can be affected in this way. That's an empirical matter, not an a priori one. Second, the methods I'm distinguishing are not mechanical techniques - which I think, in general and in themselves, make little difference to the experience of the fiction - but rather degrees of "seriousness" or depth or intensity. I've experienced this sort of intensity arising from GM narration, but I don't think GM narration of GM-conceived ideas is the most reliable way to generate it. I think creative equality is more reliable. I'm not sure what you're meaning by "narrativism". If you're meaning "narrativism" as per [url=http://www.indie-rpgs.com/_articles/narr_essay.html]The Forge "story now"[/url]then narrativism is a "creative agenda" - of addressing "premise" and thereby creating "theme", using the particular approach to the shared creation of a fiction that RPGing permits, namely, one participant framing the situation while another says what the protagonist in that situation does. [I]Premise[/I] is, to quote, a "problematic human issue". It can come from character or setting or situation. And (to quote), "Theme is defined as a value-judgment or point that may be inferred from the in-game events." Narrativist play doesn't depend in any special way upon "methods for narrating the character". As I've often posted, the keys to narrativist play lie mostly on the GM side, and pertain to (i) how situations are established (particularly how they relate to, or express, premise), and (ii) how consequences are established (particularly how this allows place for players to give voice to theme). I don't know. I think the way I'm using "immersion" is fairly clear, and fairly intuitive. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*Dungeons & Dragons
The Problem with Healing Powercreep
Top