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Thought Experiment: Are secret mechanics maximally immersive?

Started by fuseboy, May 31, 2013, 01:42:07 PM

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Benoist

Quote from: Old Geezer;659209For the first two years before OD&D was published, that's how Gary ran.  He even rolled dice for us.  "You feel like you've been hit a little."  "You feel about half down." "You feel pretty beat up."  Nobody else even had access to the rules.

Was that taking place at the same time period as the disincarnated voice coming out of the pantry?

DJ Slide

Umm. sorry if my post is mispelled but I'm tired. Anyway most people are probably like me like pc's and gm to know the rules as this helps people avoid mistakes and arguments. But some just getting into roleplay would be so overly confused at the simple or complex rules and stats. And that would aggravate everyone and no one would want to play. But a light weight hidden system would be the way to go if you have newbies or just feel like being immersed in to the dialogue and gameplay not rules. Otherwise regular open global system like the D&D system are the way to go. hope I didn't make myself look like an ass but there is my opinion.

p.s. also if you would every once and a while stop by my thread I might have it complete plus any help or ideas is helpful.

Phillip

Quote from: fuseboySurely others have been down this road, either hypothetically or in actual play?
Sounds like my introduction to D&D in the 1970s. It means one can just start playing immediately, which is a plus.

D&D 3E flopped with my current game group partly because the GM insisted on laying the load of formalisms on players. Another GM has been using the Twilight: 2000 rules set without getting a similar pushback, because the players don't need to know messy details (although we are sometimes asked to look up numbers on character sheets).
And we are here as on a darkling plain  ~ Swept with confused alarms of struggle and flight, ~ Where ignorant armies clash by night.