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  1. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Because I've seen people act like its unfathomable? I'm surprised you haven't seen that too.
  2. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I'd suggest it also matters whether a player gets into the game interested in playing in faction politics and the like in the first place. It may well be you screen out people who don't (either directly or by simply not offering the kind of play they're interested in), but some will go in...
  3. Thomas Shey

    Immersion?

    Maybe of a sort? That's the problem as addressed earlier in this thread; people tend to have a couple different definitions at least: immersing your self into the character and immersing yourself into the game (if you get the distinction I'm making here).
  4. Thomas Shey

    Immersion?

    Uh, if you're reading me as saying its some sort of superior play style, you've misread me. I haven't played in a serious immersive fashion for years because there's too many things that get in the way.
  5. Thomas Shey

    Immersion?

    As I learned years ago when MUSHing, there's something to be said for roleplaying in a purely text environment.
  6. Thomas Shey

    Immersion?

    One of the really helpful tools there--and to be clear, one not everyone is good at, as its not a very natural thing for people--is firewalling/siloing, so you separate off the parts of your knowledge a character doesn't have. This tends to require being able to construct a psychological...
  7. Thomas Shey

    Immersion?

    I understand what some people mean by it, and get that there's some value to it, but don't think its the ultimate value.
  8. Thomas Shey

    D&D General Wildly Diverse "Circus Troupe" Adventuring Parties

    I've got a good friend who was known for putting together advancement paths (read: race/class combos) for things like dragons, intellligent griffons and sphinxes back in the OD&D days. He didn't always get to play them everywhere, but other than the flight capability (which didn't always matter...
  9. Thomas Shey

    What makes setting lore "actually matter" to the players?

    As I've indicated before, I think it applies to the system across its lifetime. I've said why before, but I don't see this thread as a good place to repeat it again, so its the last I'll say on the subject.
  10. Thomas Shey

    What makes setting lore "actually matter" to the players?

    What about my post made you think I thought that? I don't think you can do a conventional superhero game in a simulationist fashion because of the baked in genre conventions, but its not about the power level. You can absolutely do people-with-powers games in a simulationist way. I don't...
  11. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I'm playing with people I've played with from years to decades. I try to remember how far this puts me from the situation of most people.
  12. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Bold of you to think they wouldn't find some set of problems with any other game.
  13. Thomas Shey

    What makes setting lore "actually matter" to the players?

    "Simulation" does not necessarily have to map to our reality. Some people even think it meshes okay with genre emulation, but I personally think that's a different beast. But going down that rabbithole would be a massive side-trip for this thread, I think.
  14. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Oh, believe me, I get it; I'm a poster on a D&D-centric board who really doesn't want anything to do with D&D proper, even if I don't have the hate-on about it I did 40 years ago. Only reason I'm here, honestly, is the other places I've found that are broader the tone puts me seriously off, and...
  15. Thomas Shey

    What gets me playing Draw Steel and not Pathfinder 2e?

    Oh, naturally. Any extra tactical choices are. What I'm questioning is whether the extra is significant at the recording-and-remembering end the way things like conditions are. I'd expect people to become more used to it, at least. But I think that's a different thing than conditions. PF2e...
  16. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Its more the kind of kind of repeated hand-wringing about it that gets a little odd, man. I mean, my taste in game design isn't exactly the dominant one any more (look at any thread about high versus low crunch) but I don't spend a lot of time bemoaning it, even though I'd probably struggle...
  17. Thomas Shey

    What makes setting lore "actually matter" to the players?

    To be clear, I'm not hostile to them. They aren't probably supprting the kind of tactically rich and deep-delveable games I prefer, but neither are lots of other people in the hobby, so, so what?
  18. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I'd suggest you're conflating at least two things together, there: 1. Published changes. Yeah, nothing you do is going to change those settings for the overall use, because they're published and what your GM does will have no effect on the publishers use of the setting (the only case I know of...
  19. Thomas Shey

    What makes setting lore "actually matter" to the players?

    Though to what degree that is, in practice, true can vary considerably depending on campaign type and structure. People playing most published adventures are almost certainly clear that the borders of that are anywhere from somewhat or very constrained, for example.
  20. Thomas Shey

    What makes setting lore "actually matter" to the players?

    I'm not sure what makes you think that big parts of the hobby aren't already in that direction. As I said, it was 50 years ago. I mean from your POV the move away from simulation concerns probably wasn't ideal, but that ship also sailed a long time ago at this point.
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