Fostering Immersion


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Best Things a GM Can Do

- Have a complete picture of the world in mind so that he can answer questions without making anything up.

- Design a world that conforms both to historical and genre expectations so that the players can rely on their intuition to guide them.

- Avoid rules changes during a game that cause players to have WTF moments.

- When there isn't a clear answer and you don't have a serious stake in the fight, side with the players. More simply - pick your battles wisely.

- While adhering to genre convention, avoid SPECIFIC items from the genre that would remind the players of the source material. Really avoid specific items from other genre. Don't put Afro Samurai in your Historical Fiction game.

- Try your best to keep the world in motion and have NPCs behave as much like real people as possible.

Best Things for a Player to Do

- Avoid being specifically disruptive by arguing about rules, derailing the game by making constant jokes, or pointing out the GM's source material.

- Talk to the GM and gain a clear understanding of your character's level of power relative to the world, and then play that rather than attempting to make the game something it isn't.

- Take actions in character, in relation to your character's personality, rather than just playing yourself and trying to win. If the battle mat interferes with your pure mental image, ask to get rid of it. Only you know if it is a problem for you or not.

- Paint as clear a mental image of the character as you can. Detail his skills, history AND his equipment so that you can make clear decisions, rather than having to step out into the metagame and ask the GM for favors.


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Nice thread idea! Here's a few of my own that come to mind...

  • If there's information that the characters would know that the players might be oblivious to, help them to fill in the gaps.
  • Familiar faces and revisited places help to make the world seem more real.
  • Facilitate PCs being able to form meaningful NPC relationships without dicking them over for it at every turn. NPC family members and lovers can be a liability, but if they are always the targets of every 2-bit villain, you'll soon find yourself GMing for a part of anti-social, autistic killing machines.
  • Likewise, if every NPC with a quest/problem is a pain-in-the-ass, don't expect the PCs to be in it for anything other than the loot. Not every tag-along should be a ball and chain anymore than they should be a Mary Sue
  • As the PCs increase in power, the world and the people who populate it should take notice. It might be a big accomplishment at 2nd level to get in the good graces of the town's inn-keep, but at higher levels kings and sages might call upon their counsel while nobles seek to curry their favor.
  • Heroes are defined by the villains they face.
  • Not every plot in the world needs to revolve around the party, not every plot hook needs a bite. Don't overlook rival groups and red herrings.


I agree with everything so far, except the insistence that campaigns adhere to historical expectations. Immersion is equally possible in games that have no historical references.

Especially when you consider that the vast majority of people don't know the difference between medieval history and Hollywood BS.


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I think, and perhaps I am wrong, but the intention to reference history was not meant to be one that suggested adherence to actual history, but more a sense of history, in that if your campaign setting follows the patterns that, historically speaking, are recognizable in our own world,such as; migration effects, political shifts in power based upon ecconomics, rise and fall of religious followings, then the fantasy world will "feel" real and the players will have an inherent understanding of why things are the way they are.


cranewings wrote:

Best Things a GM Can Do

- Have a complete picture of the world in mind so that he can answer questions without making anything up.

- Design a world that conforms both to historical and genre expectations so that the players can rely on their intuition to guide them.

- Avoid rules changes during a game that cause players to have WTF moments.

- When there isn't a clear answer and you don't have a serious stake in the fight, side with the players. More simply - pick your battles wisely.

- While adhering to genre convention, avoid SPECIFIC items from the genre that would remind the players of the source material. Really avoid specific items from other genre. Don't put Afro Samurai in your Historical Fiction game.

- Try your best to keep the world in motion and have NPCs behave as much like real people as possible.

Best Things for a Player to Do

- Avoid being specifically disruptive by arguing about rules, derailing the game by making constant jokes, or pointing out the GM's source material.

- Talk to the GM and gain a clear understanding of your character's level of power relative to the world, and then play that rather than attempting to make the game something it isn't.

- Take actions in character, in relation to your character's personality, rather than just playing yourself and trying to win. If the battle mat interferes with your pure mental image, ask to get rid of it. Only you know if it is a problem for you or not.

- Paint as clear a mental image of the character as you can. Detail his skills, history AND his equipment so that you can make clear decisions, rather than having to step out into the metagame and ask the GM for favors.

Some of my own suggestions.

Work on the factions within your world or setting, make them real, make them memorable.
Characterise your setting, give some options, but don't allow everything or every class/variant. For spellcasters for instance, and the thousand variants of them, work out who is where and leave it at that. This does not apply to the secret orders of course.
Work out the weapons used in certain countries, what their military is like and what unit types they have, what is the biggest threat to an area, the common monsters, what do they believe, value and dislike.
Add a bit of attention to laws and differences across realms/belief systems.

Do not become fixated with commerce, item crafting or economics. Dnd isn't a trading spreadsheet game (seen this go very badly).

Make great encounters, fun/dangerous npcs, cohorts/followers and add unusual magic items and achievements that provide small boosts.


cranewings wrote:
- Have a complete picture of the world in mind so that he can answer questions without making anything up.

I have a different take on this. I see nothing wrong with making things up, but do your best to remain consistent. If you make something up on the spot, write it down and continue to work with it.

- Remember that every NPC in your world has their own ambitions and fears. As far as the story is concerned, they are there to interact with the PCs. However, within the world, they have their own purpose. I think it is important to note, because I have seen it happen too frequently, that having their own agenda does not mean it is always only to screw over the PCs.

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