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<blockquote data-quote="BryonD" data-source="post: 6517911" data-attributes="member: 957"><p>Thanks </p><p></p><p></p><p>I think you are conflating two things.</p><p>I have certainly been in conversations about whether a player could declare a rock present and agreed that this was an example. However, I also (then and now) point out that this is a pretty extreme example. It is almost always obvious when a handy rock would be around. There is a difference between restricting a player to things their character can do and being a really stupid micro-manager of absurd things.</p><p></p><p>As to player input on who they know in a given organization, I would not accept this as a valid example. If a player suggested that they knew a particular individual, then I may or may not allow it depending on a vast range of factors. But for the more general point of knowing people in an organization, it comes down to a character concept that would already be established. And if it fits the established concept, I'm strongly inclined to say "yes". I probably won't let them know the guard at the door, for example (unless the background fit knowing the serving staff very well) but assuming that an appropriate character knows a name he could drop would be likely. This is a much more soft narrative construct unlike the prior conversations I've engaged which were very specific to defining the physical world.</p><p></p><p>I'll add that I've also frequently stated that one of the things I love best about RPGs, and DMing, is the random unexpected impacts of players. That constant input of the unexpected is what makes a story that I seed into something completely different and a truly awesome thing.</p><p></p><p>As to immersion, I think you are describing story immersion and I am describing character immersion. If you as a player have powers that your character can not have then it is defacto true that you are not immersed in "being that character". You may be immersed in the story and contributing to that story, but it is still different. I have no complaint about your preference. May your next game be better than any before it. But it is still different.</p><p></p><p>I don't accept this as truth. It is beyond obvious that RPGs came from wargaming completely lacking in character immersion. But reading about the history makes it clear to me that this concept changed overnight with the evolution of Chainmail to D&D. </p><p></p><p>That said, even if I concede for the sake of argument that every founding designer unanimously and unequivocally agrees with you, when I started playing 35 years ago it was intended to be about immersion and a game was a fully expected bonus.</p></blockquote><p></p>
[QUOTE="BryonD, post: 6517911, member: 957"] Thanks I think you are conflating two things. I have certainly been in conversations about whether a player could declare a rock present and agreed that this was an example. However, I also (then and now) point out that this is a pretty extreme example. It is almost always obvious when a handy rock would be around. There is a difference between restricting a player to things their character can do and being a really stupid micro-manager of absurd things. As to player input on who they know in a given organization, I would not accept this as a valid example. If a player suggested that they knew a particular individual, then I may or may not allow it depending on a vast range of factors. But for the more general point of knowing people in an organization, it comes down to a character concept that would already be established. And if it fits the established concept, I'm strongly inclined to say "yes". I probably won't let them know the guard at the door, for example (unless the background fit knowing the serving staff very well) but assuming that an appropriate character knows a name he could drop would be likely. This is a much more soft narrative construct unlike the prior conversations I've engaged which were very specific to defining the physical world. I'll add that I've also frequently stated that one of the things I love best about RPGs, and DMing, is the random unexpected impacts of players. That constant input of the unexpected is what makes a story that I seed into something completely different and a truly awesome thing. As to immersion, I think you are describing story immersion and I am describing character immersion. If you as a player have powers that your character can not have then it is defacto true that you are not immersed in "being that character". You may be immersed in the story and contributing to that story, but it is still different. I have no complaint about your preference. May your next game be better than any before it. But it is still different. I don't accept this as truth. It is beyond obvious that RPGs came from wargaming completely lacking in character immersion. But reading about the history makes it clear to me that this concept changed overnight with the evolution of Chainmail to D&D. That said, even if I concede for the sake of argument that every founding designer unanimously and unequivocally agrees with you, when I started playing 35 years ago it was intended to be about immersion and a game was a fully expected bonus. [/QUOTE]
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