Tension Pool. Nuff said.
It is only enough if you don't actually want folks to know what a tension pool is.
Tension Pool. Nuff said.
It is only enough if you don't actually want folks to know what a tension pool is.
I think that link is either invalid, or pointing to a site with access restrictions.
I think that link is either invalid, or pointing to a site with access restrictions.
You run into some trouble because immersion is poorly defined, and you will get people who have directly opposed preferences for what they'd consider "immersive," but I don't think you can remove the rules from the equation.I don't think mechanics or rules connect to "immersion". Immersion is highly individual, and it's not within the province of a game's rules to have any say in it.
You run into some trouble because immersion is poorly defined, and you will get people who have directly opposed preferences for what they'd consider "immersive," but I don't think you can remove the rules from the equation.
For example, I would say any decision I make as a player that my character can't make is necessarily less immersive. This means that a mechanic that say, lets me declare that there exists a helpful object in the nearby environment is harmful to my immersion. Having or not having a rule that enables that will absolutely affect me.
Harmful to your immersion. Such a rule does nothing to mine and may even enhance someone else's since it allows them to realize the world fully. This is why I specified that immersion is highly individual. What breaks immersion for you mechanically does not have the same effect on me. That indicates to me that the rules aren't the factor in breaking immersion, but how the individual player approaches the rules. It's why I won't ever write a game to "preserve" immersion.
What about memory? This is a thing my character can do (unless they have amnesia) and it pertains to past events. Closely related to memory is emotion: feelings about people, places etc as a result of things that have happened in the past.Never call for a decision I can make as a player but my character couldn't make as a person in a situation. All action declarations should exclusively affect future events.