Categories
Games

Immersion in TTRPGs

Immersion, a pleasurable state of intense focus, is not strictly produced by a fantasy narrative. Immersion has at least three different forms that can work in harmony. Furthermore, personal preference for the different forms greatly influences the degree of immersion achieved.

This might be the frequency illusion (aka Baader-Meinhof phenomenon) at work because I’ve had immersion on my mind for several weeks and subsequently been noticing it pop up in various RPG conversations. The pattern I’ve noticed is about the importance of immersion, often stated like “you can’t do that, it will ruin immersion”. This usually comes along with the idea of being lost in an fantasy world where some incongruous element suddenly snaps the participant out of their daydream.

This struct me as, at best, incomplete, perhaps entirely wrong. Being a programmer, I often experience a sense of immersion in the process of coding and there’s absolutely no fantasy world wrapped around that experience. Then I thought about chess, which certainly inspires a feeling of immersion with only the thinnest of story about it.

Being naturally disagreeable, I imagined that stance to be incorrect. I needed to remind myself what immersion meant, and then I went searching for why immersion was important. Eventually, I stumbled on a model for thinking about immersion that better informs game design.

What’s immersion and why is it attractive?

The concept of immersion in the context of role-playing games is metaphorical. We’re not thinking about dunking in a river. We’re thinking about about concentrating mental attention. Similarly, we might say we’re absorbed in an activity, or achieving a flow state. We might say we have intense mental focus. We can also speak of being tightly engaged, as are gears in a machine. English doesn’t have a purely non-figurative word for this concept. We could adopt the Sanskrit term samadhi, but this wouldn’t be particularly useful in typical discussion.

From here, consider immersion to mean mental focus or concentration, or the concept of flow state as defined by Csikszentmihalyi.

I don’t want to take for granted that immersion is desirable. It’s easy to imagine that a state of complete immersion would appear as catatonia to anyone else. Whereas a complete lack of immersion must be a profound lack of focus or a series of rapidly changing frames of focus. Both sound like psychiatric conditions, although I can see sleep being a temporary retreat into a dream world from which we emerged refreshed every morning.

To be immersed in a subject is to be relieved of the distraction of other aspects of our experience. Let’s take it for granted that most people find this pleasurable. It’s probably covered in depth by Csikszentmihalyi’s book, Flow: The Psychology of Optimal Experience. I haven’t read it. For the sake of what I want to explore here, I’m going to set aside any debate about whether getting into a flow is a worthwhile pursuit. Intuitively, it does seem like immersion produces happiness, and I actively try to get into myself.

I found there have been multiple studies that show games that facilitate immersion correlate to reports of higher player enjoyment. If we want flow, we can rely on playing games as a way to find it. Yet, games take many forms. D&D is a role-playing game. Chess is a boardgame. Baseball is a sport. Even improv theater relies on following rules. If I define game as a pastime meant for entertainment that follows rules, all of these are games. Yet, we must examine how the idea of immersion applies to each because it’s not obvious whether each of them are immersive.

Immersion as three forms

Here’s the key idea I stumbled on. Immersion is not strictly about a immersion in a fantasy world. When left unqualified, statements about immersion default to this idea of being lost in a story, an imaginary world with its own logic. But how do we explain getting into a flow state while playing chess or baseball? The answer is that there are different kinds of immersion.

Consider the 2005 study by Ermi & Mäyrä titled Fundamental Components of the Gameplay Experience: Analysing Immersion. It includes what they call the SCI Model after three types of immersion.

  • Sensory immersion: Overwhelming audio, visual or haptic stimuli that dominate the senses
  • Challenge-based immersion: Absorption in the game’s mechanics, rules, goals, feedback, and cognitive/motor challenges
  • Imaginative immersion: Engagement with story, characters, and the fantasy world

This study looked at computer games, but I can apply the model to the four games mentioned above.

RPGs are probably first and most popularly thought of as producing imaginative immersion. There can’t be any meaningful play without significant imagination. The game exists within a constructed world with a high degree of verisimilitude. The internal consistency encourages a feeling that the the imagined world is real, and thus, immersion is encouraged.

Sensory immersion can also help immersion in the RPG experience. The referee might play music to match the location or mood of the game events. Maps, illustrations and miniature figures can aid in the conception of the game situations. Players may even feel more involved by the tactile feel of the dices or their motion as they are rolled.

Depending on the rules used by an RPG, the players may become immersed in the challenges of play itself. Highly complex rules will certainly draw the attention of the players as they seek to achieve various goals by choosing from between a long list of possible actions.

These three aspects will all simultaneously compete or cooperate to produce a unified flow state for the player. Imagine the DM presenting the picture of an NPC for D&D that looks like Bugs Bunny. If you’re primarily immersed in the faux medieval fantasy realm of elves, it’s likely to be jarring. Likewise, if you’re focused on the game mechanics but the narrative cannot explain the outcome of a dice roll, you may find yourself falling out of flow state.

Chess cannot be said to have much in the way of imaginative immersion. The theme of knights, castles and kings is superficial and unimportant to the game. Likewise, the game offers little in the way of sensory immersion. Perhaps the environment of a park or a cafe would recall prior chess games. Silence or certain instrumental music could enhance focus on the game itself and planning moves. The primary immersive element of chess is the challenge.

Baseball, also, encourages deep immersion in the challenge and little in the way of imagination. The game can hardly be understood as simulating some other contest in the way the chess could be thought of as a battle between two armies. The sensory aspects of baseball, though, are strong. The players engage in the game with their bodies directly. The roar of the crowd variously must focus or distract a player.

Neither chess or baseball produces much narrative immersion. The events of the match to that point or the play styles of the opponents must figure into how a player predicts an interprets choices made by other players. Inconsistency or unexpected plays might serve to deepen focus in this case, as the player likely uses his imagination to adjust expectations. Consider the case of a slow-footed slugger making like he’s about to bunt. The pitcher in this case wouldn’t experience a loss of immersion in this situation. He’d think really hard about why his opponent choosing to play in an unusual way. Thus, the story of the game offers little engagement.

Improvisational theater, like baseball, typically involves an audience that might encourage or discourage the players. The setting of the performance, with players on a well-lit stage in an otherwise dark auditorium helps to focus attention on the game at hand. And the game has rules by which the players must abide. The rules may be simple but challenging.

Consider the game of New Choice, where a short form improv player might be called on to retract a line and invent a new line, sometimes multiple times rapidly. In long form improv, the players must consider the internal logic of the entire situation, taking care not to contradict the events up to that point or the choices made by the other players in the moment.

As with role-playing, improv encourages significant focus on imagination and verisimilitude, even if the the situations are are often absurd. Immersion can easily be broken if a player introduces elements that violate the internal logic of the story being developed.

Here are my ballpark guesses at rating the three aspects of the SCI model for the four games I discussed, specifically for their potential in producing deep immersion.

GameSensoryChallengeImagination
D&Dmediumhighhigh
Chesslowhighlow
Baseballhighhighlow
Improvlowmediumhigh
Game potentials rated for the SCI model

Immersion in D&D

D&D offers high potential for immersion for both challenge-based immersion and imaginative immersion. The sensory aspect is not going to get you there on its own. I can imagine a D&D game that entirely neglects the sensory, such as in play-by-post form. Otherwise, there’s a lot of room for sensory immersion, from elaborate game materials, environmental sounds, maybe props or actual mugs of ale.

With any editions of D&D, there are ample opportunities to be lost in the game mechanics and the challenge of the game itself. At the extreme, the players are laser focused on character builds, using combat options and even metagaming to achieve some victory condition. A D&D game neglecting challenge-based immersion entirely is the type of game where the players do not actively engage in the rules, abdicating all uncertain outcomes to the referee, who is the only one paying attention to the rules, if at all.

Games with high attention to the rules will do little in the way of drawing immersion to the narrative. The rules may be producing an endless series of events and conditions that are only tied into a narrative in retrospect, that is, via abduction. The players rationalize the product of rolls on random tables in order to make sense of the story, such as it is.

At the other extreme, the history of the world and the players can be the primary source of immersion. The players care most about a sensible story arc, with the rules only providing a supporting role, never actually producing immersion themselves. In this style of game, the rules may be considered as working in opposition to imaginative immersion because they can seem unrealistic. This is a game where abduction isn’t valued because the DM is expected to have prepared a sensible narrative before a session begins.

Adding it up

Think of these three aspects of the SCI model as sliders that must all add up to 100%. As you raise one, the other fall. It’s unlikely you’ll find an immersive game with any of the knobs turned to 0% or 100%. Somewhere in there, there’s a mix that satisfies the group of players.

It’s important not to disregard that each player will have his own preferences for immersion. Some players will be entirely happy with a compelling world history and a story about the characters. Taken too far, this becomes the DM telling a story to the players who all sit quietly and just listen. Another game could be all about moving from battle to battle with almost no regard for the why the characters do anything they do.

There’s a lot more to explore on this topic. Is there a way to analyze the preferences of all players and come up with a balance that optimizes everyone’s immersion? Should the referee instead set the balance to his own preference and let the players adapt? Are there configurations that simply do not work? Are there configurations that almost always work?

Categories
Basic Fantasy RPG Creative Pursuits

Estates of the Eliari

My second book for the Basic Fantasy RPG project was published this week. Here’s the marketing copy.

What Secrets Lie Mouldering in the Estates of the Eliari?

Long ago, the enigmatic Eliari merchants settled in these lands, raising peculiar estates to house their families and fortunes. Then, as suddenly as they arrived, a mysterious catastrophe called them home, leaving their holdings to crumble. Today, these forgotten estates are the subject of fearful local legends, whispered to be the dens of bandits or the haunts of restless spirits. Brave adventurers may seek the riches left behind, but few are prepared for what they will find.

Estates of the Eliari is an innovative adventure creation kit for the Basic Fantasy Role-Playing Game. More than a single scenario, this book represents countless unique adventures based on a single map. With comprehensive tables for each area, the Game Master can create a new experience every time. Will your players face a cunning gang of bandits, or will they contend with a terrifying infestation of the undead? Your choices or the rolls of the dice ensure abundant replayability.

Will you craft an entire adventure before your players arrive, or roll the dice on the fly, discovering the secrets of the estate alongside them? With thousands of possible combinations, no two expeditions into the Estates of the Eliari need ever be the same. Open the gates, and let the dice decide your doom.

Print copies can be obtained from Amazon, Lulu and DrivethruRPG.

This started as an experiment in seeing how far I could take the idea of random tables. I began with a map which I started keying, and with each location, I kept coming up with alternate results in a table. There is one, major fork where the old house is either populated by bandits or undead. Otherwise, the choices are all mix-and-match but work together. There was a fun challenge is making each option stand by itself while still working the the greater framework.

You can see development notes for EotE on on the BFRPG forum.

I had hoped this book would have been more collaborative, but I ended up writing it all myself with a few suggestions that came in early. Naturally, the text benefited greatly from the editing crew on the project and Chris Gonnerman’s leadership. I purposely held off from producing any art beyond the map, a contrast to Terror in Tosasth, in which I produced all of the art. A few people contributing interesting pieces.

Here’s what it might look like if you stumble into the basement, thanks to Hadrien Riel-Salvatore.

Undead basement result 4-6 (Water pools in a depression…) with challenge result 1-2: Four wraiths rise from each corner of the dank room, moaning as they advance. They swing chains attached to rusting manacles.

I used the text once in my ongoing campaign, and it worked well. I used the LibreOffice text, rolled results and cut out parts as I went along, thus preparing the whole adventure ahead of time. It should work to roll results in the moment, but I haven’t tried. At some point, I’ll translate all of the text back into my One Dice Six engine so that a whole instance can be built in one go.

There’s an fun conceit here in that the estates are all architected identically due to the peculiar traditions of the Eliari (about which nothing further is revealed). This gives the players a slight advantage after they’ve been through one of these places. This encourages some heist-themed planning. I could see a party spending months searching for these estates, clearing them out one by one.

Categories
Basic Fantasy RPG Creative Pursuits D&D Poems

Spell Rhymes of the Third Level

Here’s another installment of my short poems mages and clerics can utter while casting spells, this time of the third level.

Clairvoyance

Precise direction and distance,
Over which my mind's arrow flies.
Vision reaches across expanse
To view the world through other's eyes.

Darkvision

Without the aid of any light
My eyes perceive the size and shape
Of forms that lurk in ebon night.
Beneath my gaze, let none escape.

Dispel Magic

Like weathered stone, like heavy rain,
Like ancient tree in forest felled,
End effects, so that none remain.
Let now this magic be dispelled!

Fireball

Where first there's smoke, soon is fire,
The element that consumes all.
My hand directs a threat most dire.
Emerge, explode and burn, fireball.

Fly

Without aid of avian wing
I drift into the azure sky.
Worry not. No chance of falling.
Where once I walked, I now can fly.

Haste

Quicken now each chosen being,
Powered by arcane promotion.
Strike twice swift. Let haste be freeing.
Double speed in fight and motion.

Hold Person

Hold in place. You've no defender.
My will is force, which I will prove.
Though mind is awake, surrender.
Limbs, be stiff, unable to move.

Invisibility 10′ radius

Descend yon darkened veil upon
Searching eyes now clouded, unclear.
Night's ebon womb expands anon.
Let all within her disappear.

Lightning Bolt

Spark now flies from finger’s guiding,
Stretch and burst in lightning’s flashing,
Blast through foes with thunder’s riding,
Rend the air with power crashing.

Protection from Evil 10’ radius

Raise a veil of magic flowing.
Thwart the claws of evil pressing.
Steel our forms, their power slowing.
Circle holds, our will professing.

Protection from Normal Missiles

Ward my form from arrows flying.
Block the sting of bullets darting.
Turn aside all blades defying.
Missiles fall, their force departing.

Slow

Languish now each chosen being.
Halve their pace in fight and striding.
Strike but once where two were springing.
Time drags slow in dull abiding.

Water Breathing

Grant us gills, through water gliding.
Breathe as fish in depths unending.
Touch each soul, the gift dividing.
Air and sea, our lungs befriending.

The clerical spells follow.

Bestow Curse

By shadows deep, and ancient dread,
Your actions halt. Your true self dies.
Your strength fails. Your spirit, now bled,
By twisted fate, and whispered lies.

Cause Blindness

Let shadows fall, a world made dim.
The light denied, your vision lost.
No sight remains, on any whim,
By my lord's hand, a heavy cost.

Cause Disease

By tainted breath and sickness deep,
Your strength decays, your movements slow.
No healing comes, your secrets keep,
Till shadowed death, begins to grow.

Continual Darkness

Cast out light with god’s dark willing,
Shadow reigns, all brightness fading,
Holy void, a year fulfilling,
Blind the sight with gloom pervading.

Continual Light

Call forth light by god’s own shining.
Radiance spreads, dark defying.
Holy glow, a year aligning.
Bless the world with grace undying.

Cure Blindness

The darkened veil, I now dispel.
Let sight return, a world made clear.
No shadows hold, no magic fell,
But light reborn, and vision's cheer.

Cure Disease

The creeping rot, the fever's sting,
The hidden plague, the parasite's hold,
I banish now, on angel's wing.
Let health return, precious as gold.

Growth of Animals

By ancient root, and verdant might,
Let beast expand, with doubled frame.
Its strength increased, in sudden flight,
A titan's form, a wilder game.

Locate Object

By divine thread, and seeking gaze,
The hidden thing, I now pursue.
Through winding paths, and shadowed maze,
Its distant form, I bring to view.

Remove Curse

Break the chains with power holy.
Curses lift from flesh abiding.
Spirit cleaned by divine solely.
Untie binds with grace providing.

Speak with Dead

With sacred words, and hallowed rite,
Dead lips shall speak, a moment's grace.
The soul's last echo, brought to light,
Then silence falls, in death's embrace.

Striking

By sacred force, and righteous blow,
Let weapon strike, with added might.
A potent edge, where shadows grow,
And magic's strength, defeats the night.

See more Rhymes for Spells.

Categories
D&D

Potion of Fireball

In traditional fantasy RPGs, a wizard can pre-cast a spell into a magic item for one-time use, typically as a potion or a scroll. Only Magic-Users (and maybe Thieves) can cast spells from scrolls. Anyone can gulp down a potion. Based on tables of magic items from the original texts, there are certain spells that go on scrolls and others that go in potions.

One argument made is that potions are meant to produce an effect on the imbiber rather than some effect directed outward. This explanation thins a bit when it comes to potions of control, e.g. a Potion of Undead Control. In 3E, it’s possible to brew a potion of any spell 3rd level or lower, which means a Potion of Fireball is feasible. Drinking and spitting fire seems very natural and evocative, so I’m going with it. Here’s how it works.

We have a flask. It’s warm to the touch. If you pop the cork, a small flame dances out from the mouth of the flask. If you pour it out or break the flask, you just get some lamp oil. If you drink it, it burns going down, just link chugging a flask of whiskey. And it wants to come back up immediately, but you can try to keep it down. If you let it come right back up, a fireball bursts from your mouth, exactly as the spell cast by a Magic-User of level 5 – 20.

If you want to hold it down, make a save versus magic. If you make it, it stays in your belly for up to a turn. If you fail, it comes right back. When you want to produce a fireball, make another save versus magic. If you fail, the fireball projects from the other end of your digestive system, probably exploding at your feet.

If successfully belched up, a fireball shoots a stream of fire of a hundred feet or more until it explodes at the point where the potion drinker intends.

Yeah, yeah, game balance. This does not particularly concern me, especially since I’ve got three high-level fighters in my long-running campaign that each have girdles of giant strength which allow them to throw boulders every round. If one of them has an accident with a potion of fireball, it will be worth it.

Categories
D&D Games

Wooden Tokens Instead of Lead Figures

As a game master, I default to theater of the mind, but most of the other players like to see maps, especially during combat. We compromise by me only going to the battle mat if the fight’s going to be long or complicated. I don’t have a big collection of figures. I do have a bunch of glass beads of difference colors, which are fine for monsters. I wanted a solution for individual PCs that wasn’t going to cost a bunch of money. I tried using binder clips with a strip of paper inside with the PC name. They were unstable. My new solution is a wooden token with a picture glued to one side.

I bought a bag of wooden tokens on Amazon. They are 1″ across and 1/8″ thick. About $10 for 120 of them.

I also bought a hole punch that makes 1″ holes in paper. It’s a supersized version of the tool you’d use in school. It cost about $11.

When you flip it over, you can see through a window of what you’re about to cut out. That means you can cut out a disc of paper exactly around some picture you want to glue to the wooden token.

I looked over my drawings I make for my game log. I have faces for just about every active PC in the game. So, I put 1″ circles in an image in GIMP and pasted in faces from drawings. I scaled them down and trimmed them into a disc shape. Then, I printed out the whole sheet and started stamping out the discs.

The punch tool will reach a couple of inches into a sheet of paper, so I did the first row, then cut that line off the sheet so I could get to the second row. Finally, I glued each little disc of paper to a wooden token. That took about an hour for about 20 of them.

The paper was a tiny bit bigger than the wood. I solved this with a quick pass with sandpaper that shredded off the extra. I used a glue stick, the kind that’s “disappearing purple”.