Verisimilitude and
immersion go hand-in-hand. Any time verisimilitude is violated,
immersion suffers, and as long as the audience is in the grips of
immersion, it is easier to maintain verisimilitude. But how do you,
as a GM, achieve a sense of verisimilitude and immersion in your
game? What do those words even mean?
Understanding Verisimilitude
Verisimilitude
is related to realism, but the two are not synonymous. Where realism
implies “as close to the real world as possible”, verisimilitude
can be achieved in a setting that is wildly different from ours. The
key is consistency; it is okay to violate the laws of reality, as
long as you do so in a consistent way. If, in your setting, dragons
are able to fly by riding waves of magic in the air, then those same
dragons should crash to the ground if they enter an area without any
magic. If, on the other hand, dragons fly solely through the use of
their wings, then finding a way to paralyze a dragon's wings should
prevent it from staying aloft.
To
achieve verisimilitude, everybody at the table must have buy-in. The
GM should make it known how the world works in her game, and the
players have to accept it. After that, it is on the GM to make sure
to follow those rules. The fastest way to remind your audience that
your setting is fictional is to present it behaving in an
inconsistent way.
That's
not to say that events
in your world have to be consistent. If you wish, you can create a
setting where, once a week, the sun rises in the west and sets in the
east. However, you must have in mind a reason for this strange
behavior.
The
tricky thing with verisimilitude is that the depth of explanation
required varies from person to person. While many people will be more
than happy to accept that your world has three moons, some may be
pulled out of the setting when the tides behave exactly the same as
they do on our world of one moon. Verisimilitude is personal. These
people are not wrong for wanting the tides to be different, nor are
you wrong for not caring to go into that level of detail.
Nonetheless,
problems arise when people have different levels of verisimilitude at
the table. How do you address these problems? There are three ways.
1.
Put in the Work
The
first solution is to make your setting as consistent as necessary for
the strictest standards at the table. If one player needs the
presence of magic to have an impact on the setting's economy, then
you can sit down and think it through. You can even seek that
player's help, if he's willing, and work together to come up with a
solution that he feels comfortable with.
For
some GMs, this is an enjoyable process. Such GMs often have the
strictest sense of verisimilitude at their table, so they rarely have
to deal with players being jarred out of the setting. For the rest of
us, however, this is a lot of work. It may also lead to an
“info-dump”, where the GM overloads her players by presenting the
setting in excruciating detail. In the latter case, it's important to
note that the audience doesn't need to know the reasons behind
everything, just to know that there is
a reason. Whether that reason becomes known as the story progresses,
or remains a mystery, is up to the individual group.
2.
Hand-wave it
The
second solution is to sweep the problem under the rug. You can
pretend that there is a reason, even if there isn't, or even fall
back on the old favorite “a wizard did it”. This is the simplest
approach, requiring the least amount of work for an already-taxed
game master. It is also the least satisfying, and potentially the
riskiest.
If
you never come up with a justification for why things work the way
they do, you are increasingly likely to violate the unwritten rules
of your setting. If your players have the same attitude toward
verisimilitude that you do, this won't ever be a problem. For those
of us unlucky enough to have players demanding more out of the
setting, the hand-wave approach is playing with fire.
The
tricky part is, the human mind loves to find patterns. Even if you do
not explain why things are the way they are, the players are likely
to come up with their own theories. When you inevitably violate those
expectations, they will either adapt their theories to the new data,
or they will rebel. The more they have to adapt expectations, or the
less consistent the rules of the setting are, the more likely the
players are to rebel. This could lead to a premature ending, but even
if it doesn't, there are now people at the table who aren't having as
much fun as they should be.
Use
the hand-wave approach with caution.
3.
Be Up-Front About it
At
the end of the day, tabletop roleplaying is only a game. If it ever
becomes a dreaded chore, it's time to step back and re-examine your
priorities. If you genuinely don't want to put in the requisite time
to create a perfectly-consistent setting, it is perfectly acceptable
to be honest with your friends.
As
long as everyone at the table knows what to expect, nobody should be
disappointed. If your only code is the rule of cool, let everybody
know that. Not everyone will be satisfied with this approach, but
they can temper that dissatisfaction when given forewarning, and if
it's too much for them, they can bow-out of the game before becoming
invested.
Verisimilitude and Immersion
So
why even bother attempting to achieve verisimilitude in the first
place? It is a necessary component of immersion.
What
is immersion? It is a deep investment in a setting. A player is
immersed when he and his character become one being, when the walls
of the gaming room fall away and he steps wholly into the setting.
This does not mean that he genuinely believes he is
his character (Blackleaf, no!), just that he can take on the role of
someone new for the time being, to use the character as a means to
explore another aspect of himself.
In
order to become so deeply invested in a setting, there must be
something to invest in.
This is why verisimilitude is important: if the setting is
inconsistent and blatantly fictional, it is almost impossible to
immerse yourself in it. Rather than thinking “what would my
character do in this situation”, you find yourself instead
wondering why the world is behaving so strangely.
Why
even bother with immersion? Because it is fun. If you find enjoyment
elsewhere in the game, that's perfectly acceptable; there is no wrong
way to play. For those of us who play these games as a means to
explore different personalities, immersion is a blast.
How to Achieve Immersion
This
is possibly the most difficult question in gaming. Immersion is, by
its very nature, a deeply personal experience and thus varies greatly
from individual to individual. However, there are a few means to
maximize the chances for the players at the table to become immersed.
The first has already been discussed: verisimilitude. What follows is
a list of other tactics to employ; this list is by no means complete.
Use
Props
For
a player, it often helps to have something physical that is tied to
her character. This could be a piece of jewelry such as a talisman or
ring, a prop such as a wand or stuffed animal companion, or anything
else she can imagine. It gives a physical signal to both the player
and everyone else at the table that she is in-character.
The
GM can also use props to aid immersion. Rather than narrating the
players finding a letter, he can hand them a physical piece of paper
to read. The more the events at the table mimic those in the game,
the easier it is to achieve immersion.
Speak
In-Character
Rather
than saying “my character does this”, say “I do this”. Better
yet, act it out (when reasonable). Referring to your character in
third-person establishes a roadblock between you and your character,
making it less likely to step into her shoes.
For
the GM, referring to the players by their character names can be
helpful. It also helps to speak as the NPCs, addressing the players
as their characters. This establishes a precedent that pulls players
into acting as their characters.
Be
Descriptive
Compare
“I move to the goblin and attack” against “I charge the goblin,
axe raised overhead, and bring it down to cleave into the goblin's
skull.” It is almost always better to describe the actions as they
would be seen in the game. That way, not only is everyone imagining
the same thing, but they are more likely to see the setting as a
living, breathing thing.
Descriptions
don't have to be flowery or long-winded. Typically, simple and
straightforward is better. Make the action exciting, but keep the
game moving.
Rolls
Equal Actions
Rolling
the dice can pull a player out of the setting, reminding him that he
is playing a game. This isn't to say that the dice should never be
rolled.
The
trick is to only ask for dice rolls when the roll directly maps to
something the character is doing. Rather than “roll to see if you
know the dragon's weakness”, save the dice rolls for active
efforts. Walking down a hall doesn't call for a perception check; use
Passive Perception. Walking down a hall actively searching for traps
or secret doors, that can be a perception check.
This
won't entirely eliminate the game-factor, but it will mitigate it. By
linking rolling the dice to character actions, the line between
player and character becomes slightly blurrier, allowing greater
chance at immersion.
Are You Immersed Yet?
Verisimilitude
and immersion vary greatly from person to person. This has just been
my take on the subject. Do you have different views? Other tactics
for increasing immersion? Leave them in the comments!
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