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Gary’s Immersion in Castle El Raja Key: The Four-Way Footsteps
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<blockquote data-quote="Rob Kuntz" data-source="post: 7853814" data-attributes="member: 7015759"><p>My last word on Immersion lest I write a chapter on the subject. Perhaps I can meet some players from here some day to demonstrate during a game session how we implemented this open approach. It would be thrilling!</p><p></p><p>From A NEW ETHOS IN GAME DESIGN. ©2013-2019 Robert J. Kuntz. All Rights reserved</p><p></p><p>There are many reasons for summoning and sustaining immersion in a fantastic environment. A major one is that it’s a fantastic environment. It begs to be treated as such; and the complete absence of this keeps the players psychologically in real world/game mode. There, they tend to treat elements as merely disposable objects, flat statistics and immovable types, i.e., as cardboard cut outs of the game component present for their fulfillment as gamers only.</p><p></p><p>By immersing the players these components instead take upon their Fantasy world duties, so to speak. They become alive, just as the PCs are “alive” within the immersion. Cause and effect are brought to the surface. There is now the possibility of consequences for every action; and every element can take upon real world proportions, for these are now passively understood in terms of the immersion whereas they had been perceived previously as causal resources in game terms.</p><p></p><p>This can be accomplished “in” the players whether they are interfacing with organic non-organic, or supra-elements in the environment. Thus a simple object may be of consequence. Then again, it may not. In either case establishing mood achieves doubt, and doubt will tend to slow the players’ resolves to treat your environments as mere walks in the park, just another room and encounter after the next. It will also make the encounters less numbers and statistics in their minds; and thus there will always be a measure of uncertainty regarding them, whether it is a single goblin found wandering in the corridor or a drop of water on an otherwise dry wall.</p><p></p><p>Therein also lies the path for making your elements speak things to the players without a voice, without acts, and not just in meaningful game terms, but in a riot of meanings imagined and sorted out in Fantasy world terms. Thus wonder takes upon its duties and fulfills them. And wonder cannot achieve its tasks that you set out for it through the Game component in a Fantasy Role Playing Game, but only through an immersion that leads to the Fantasy part of that title. And only through specifically affecting your player’s moods and thereby getting them to invest in your environment will the latter ever be summoned.</p><p></p><p>When all of these elements conjoin, that is, when you successfully sustain immersion, there grows an acute respect for the environment and for you as GM which is otherwise sacrificed to the game component; and if the latter persists, a pattern develops wherein player expectations become geared to that interface alone. In other words they tend to then start taking things for granted. If one establishes respect early on there is a greater chance that they will also become cautious players and thinkers; and thus the immersion tends to direct players away from standardization and to specification, i.e., growth. And as they mature, you mature as a GM, and so will your fantastic environments.</p></blockquote><p></p>
[QUOTE="Rob Kuntz, post: 7853814, member: 7015759"] My last word on Immersion lest I write a chapter on the subject. Perhaps I can meet some players from here some day to demonstrate during a game session how we implemented this open approach. It would be thrilling! From A NEW ETHOS IN GAME DESIGN. ©2013-2019 Robert J. Kuntz. All Rights reserved There are many reasons for summoning and sustaining immersion in a fantastic environment. A major one is that it’s a fantastic environment. It begs to be treated as such; and the complete absence of this keeps the players psychologically in real world/game mode. There, they tend to treat elements as merely disposable objects, flat statistics and immovable types, i.e., as cardboard cut outs of the game component present for their fulfillment as gamers only. By immersing the players these components instead take upon their Fantasy world duties, so to speak. They become alive, just as the PCs are “alive” within the immersion. Cause and effect are brought to the surface. There is now the possibility of consequences for every action; and every element can take upon real world proportions, for these are now passively understood in terms of the immersion whereas they had been perceived previously as causal resources in game terms. This can be accomplished “in” the players whether they are interfacing with organic non-organic, or supra-elements in the environment. Thus a simple object may be of consequence. Then again, it may not. In either case establishing mood achieves doubt, and doubt will tend to slow the players’ resolves to treat your environments as mere walks in the park, just another room and encounter after the next. It will also make the encounters less numbers and statistics in their minds; and thus there will always be a measure of uncertainty regarding them, whether it is a single goblin found wandering in the corridor or a drop of water on an otherwise dry wall. Therein also lies the path for making your elements speak things to the players without a voice, without acts, and not just in meaningful game terms, but in a riot of meanings imagined and sorted out in Fantasy world terms. Thus wonder takes upon its duties and fulfills them. And wonder cannot achieve its tasks that you set out for it through the Game component in a Fantasy Role Playing Game, but only through an immersion that leads to the Fantasy part of that title. And only through specifically affecting your player’s moods and thereby getting them to invest in your environment will the latter ever be summoned. When all of these elements conjoin, that is, when you successfully sustain immersion, there grows an acute respect for the environment and for you as GM which is otherwise sacrificed to the game component; and if the latter persists, a pattern develops wherein player expectations become geared to that interface alone. In other words they tend to then start taking things for granted. If one establishes respect early on there is a greater chance that they will also become cautious players and thinkers; and thus the immersion tends to direct players away from standardization and to specification, i.e., growth. And as they mature, you mature as a GM, and so will your fantastic environments. [/QUOTE]
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