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1. The Core Problem: Mechanical Interface vs. Narrative Experience

The current play flow exposes its own machinery. A real GM at the table does not:

  • Announce "Character creation phase — here are your rolled attributes"
  • Ask three separate questions about name, traits, skills in a numbered form
  • Chain three consecutive messages before the player speaks a single word
  • Fall back to "MONITOR could not start the live GM loop" when an error occurs

Every time the system's own structure becomes visible, immersion breaks. The principle is:

The system should feel like a person, not a form.

This applies to every part of the interaction: session start, character creation, dice resolution, failure states, and scene transitions.