GMMichael
Guide of Modos
Agreed, in general. To be immersed in the story is to no longer realize you're playing a game.It's an inverse ratio, generally speaking. The more rules, the less immersion.
This is wandering toward the never-say-always problem, I think. Because what I said above, "no longer realize you're playing a game," just isn't going to happen unless your GM is a hypnotherapist (which sounds kind of cool...). So that leaves us with: there are going to be some rules involved. How do we make them more immersive?No, (asking for personalized initiative) would utterly break immersion because it's still game-mechanics time rather than narrative-immersion time. To be immersed in the story you have to stay in the story as much as possible. Every time you call attention to the mechanics that breaks immersion.
Agreed and disagreed. A lot of things happen (like torchlight duration) because the real world demands it, but that doesn't mean that I know everything that the real world demands. What I don't know, I have to look up in the book. Or the DuckDuckGo. And once I start doing that, I'm thinking about page numbers, that cool piece of art on the earlier page, and whether the other players (not characters) are thinking that I'm taking too long to look this up. So, it seems that too many immersive rules can have a non-immersive effect.Rules that help with immersion would be things like torches lasting 30-60 minutes (because they do), torches not sitting burning in every sconce in a castle (because that's a monumentally stupid waste or resources), weight being tracked and excessive weight slowing characters and causing exhaustion (because it does), needing to sleep uninterrupted for 6-8 hours (because people do), etc. Anything that reinforces the world helps with immersion. But, the closer your in-game world is to the real world, the less rules you need to bother with because all your players are (hopefully) quite familiar with the real world and don't need a book to tell them things like "people don't like when you threaten their lives and tend to react poorly if you do."
I have to wonder if you're conflating an immersive game and a fun game here. I'm not disputing that it's a subjective thing, because what isn't subjective about a role-playing game? But maybe we can safely say that the player who feels "immersed" in battle when using 4 pages of character sheet because they contain all of the realistic combat options is... a bit of an outlier? Or experiencing more fun than immersion?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.