This is mostly a list of things you don't like. Clearly, things an individual does not like can be immersion breaking for that individual, because they are annoying to that individual. That does not make them inherently immersion-breaking.To say a bit more on this...I found myself wondering how the heck he normally plays the game. The stuff he indicates about getting the town ready for invasion, or spending a whole game without combat is fairly common in my experience---so I was surprised it felt like a revelation to him. How has the immersiveness been lost?
I do remember vividly, when I first started playing with the youngest daughter, her looking at me after one session, wide-eyed with awe and disbelief, saying: "I can see these places!".
Isn't that norm? I still have visions in my head of the places we explored 30+ years ago.
Has moving more and more of the mechanics into the players hands taken some the immersiveness away, and made it feel detached and game-y? I don't visualize Monopoly: e.g. I am not the Shoe in Depression Era America.
Sometimes, I get the suspicion that many groups do not play the same D&D game at all. Is it possible the whole thing has been railroad-ed/storied-gamed/video-gamed to the point of unrecognizably?
I wonder sometimes, but other than play with them, how can I ever really know?
Is the there a good Live Modern-Game video to watch?
Hey, check-it out! I can actual wander back on topic again:
"What mechanics detract from an immersive game experience?"
Here's my list:
Probably most important is a DM that doesn't expose his hand with loose talk.
- players knowing dice modifiers
- difficulty checks/skills
- player's knowing too much about discovered/found magic (e.g. BtB items identified as such)
- BtB "safe" monsters
- rolling die out in the open
- implicit Challenge Levels (all threats are "fair")
- non-lethal
- PCs playing exotic races
- all mundane elements hand-waived away
- boring/no NPCs of note
- PCs not feeling small in a big, open-ended world (e.g. super-hero characters, one-shot dungeons, etc.)
- explicit hex crawling
- PC powerlessness (railroad)
- mass combat/domain play?
- poor DM skill (non-fluid play, quantum ogres/obvious improv/fudging, meta-game content, etc.)
The players should always be wondering: "How complex is the game he's running behind that screen?".
I am going to call BS on this. Immersion is not playing from your math-brain....but this works:For example, not knowing dice modifiers, or at least an approximation of them, makes it hard for me to become immersed, because I have trouble assessing the difficulty of the task, and that makes it harder for me to imagine the world.
The problem with this is, the DM and the player may have a different conception of what "if you were lucky" means. Or "pretty far". If the player thinks the DM means something like a 35% chance of success, and the DM means there is a 5% chance of success, the DM has not successfully communicated the risk, and the player is making a decision on an erroneous assessment of the odds. The player ends up having to play the DM, not the world. And that is immersion breaking.I am going to call BS on this. Immersion is not playing from your math-brain....but this works:
You: Can I leap across that gap?
DM: Hmm....looks pretty far. You might make it, if you were lucky.
Insisting that you "need" this knowledge to operate is kind of obstinately missing the point...which is as follows:The problem with this is, the DM and the player may have a different conception of what "if you were lucky" means. Or "pretty far". If the player thinks the DM means something like a 35% chance of success, and the DM means there is a 5% chance of success, the DM has not successfully communicated the risk, and the player is making a decision on an erroneous assessment of the odds. The player ends up having to play the DM, not the world. And that is immersion breaking.
You know what fixes this problem? Knowing the odds. Or if you know how far your character can jump, knowing the distance.
I don't demand numbers. If a DM's description is vague, I ask questions until either the situation is clear, or it is clear that the DM is never going to be able to describe the situation accurately (and perhaps is a bit fuzzy on it himself). Sometimes it takes a lot of questions to get clarity. In the latter case, a risk I can't assess is a risk I'm not going to take. If the DM does that consistently, he has effectively taught me not to waste my energy thinking outside the box. Wake me up when its my turn to roll to hit.(or, like Beoric, demand numbers)
I did. And I was talking about the immersion you're talking about.Counter-point: EOTB argued immersion is over-rated.
sorry, crave fantasy to what degree?crave fantasy to that degree.
To the degree that what drives them to the activity isn't the game aspect, or the social aspect, but overwhelmingly the fantasy aspect of being someone else than they are.sorry, crave fantasy to what degree?
Excluding alleged encouragement of disruptive players, which has not been my experience, how does it do this?Being "someone else" breaks immersion.
I think if you are play-acting as being someone, then you are one additional step-removed from natural reactions to a scene or situation---and less likely to feel like you are actually there. The more the PC is "like you", the more natural everything will seem. It's just one less obstacle to mentally overcome. Just act naturally, vs. just act as a fey-creature of the opposite gender would react---the latter takes more thought/effort and has a greater chance of triggering cognitive disassociation.Excluding alleged encouragement of disruptive players, which has not been my experience, how does it do this?