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Community
General Tabletop Discussion
*Dungeons & Dragons
What are your biggest immersion breakers, rules wise?
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<blockquote data-quote="JiffyPopTart" data-source="post: 7836905" data-attributes="member: 4881"><p>I can see how the descriptions in that post are very "What do you do?" then possibly "Here is what you have to roll" then "Here is what happened." The language used in those examples seems natural to me as they are addressing things as they happen. That sounds very much like my games as well. Where this format doesn't work for me is when a player is trying to put the bits and pieces together after the fact. <strong>. </strong> I didn't see that it gave an example of what we are talking about in this case...players asking about things from the past which weren't described because it wasn't important at the time but which is important now.</p><p></p><p>The game i'm used to...</p><p>P1: Are there skunks around here?</p><p>GM: No, there are no skunks in the desert. ....or.... Yes, you smelled a couple when you were setting up camp. ....or.... You didn't notice one today, do you want to go looking for one? If so make a Survival check.</p><p></p><p>The "Everything is an action game" you describe...</p><p>P1: Fytor tries to recall if he noticed any skunks during our travels today.</p><p>GM: No, Fytor has never seen a skunk in the desert. ....or... Yes, Fytor recalls smelling a skunk while setting up camp. ...or... "Fytor does not recall seeing a skunk but they weren't paying that close of attention. Do you want to look for one? If so make a Survival check.</p><p></p><p>I think at this point we are beating a dead horse on this thread derailment. I get it. It's a preferred style. It sounds formal and stilted to my ears.</p></blockquote><p></p>
[QUOTE="JiffyPopTart, post: 7836905, member: 4881"] I can see how the descriptions in that post are very "What do you do?" then possibly "Here is what you have to roll" then "Here is what happened." The language used in those examples seems natural to me as they are addressing things as they happen. That sounds very much like my games as well. Where this format doesn't work for me is when a player is trying to put the bits and pieces together after the fact. [B]. [/B] I didn't see that it gave an example of what we are talking about in this case...players asking about things from the past which weren't described because it wasn't important at the time but which is important now. The game i'm used to... P1: Are there skunks around here? GM: No, there are no skunks in the desert. ....or.... Yes, you smelled a couple when you were setting up camp. ....or.... You didn't notice one today, do you want to go looking for one? If so make a Survival check. The "Everything is an action game" you describe... P1: Fytor tries to recall if he noticed any skunks during our travels today. GM: No, Fytor has never seen a skunk in the desert. ....or... Yes, Fytor recalls smelling a skunk while setting up camp. ...or... "Fytor does not recall seeing a skunk but they weren't paying that close of attention. Do you want to look for one? If so make a Survival check. I think at this point we are beating a dead horse on this thread derailment. I get it. It's a preferred style. It sounds formal and stilted to my ears. [/QUOTE]
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What are your biggest immersion breakers, rules wise?
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