A few weeks ago, a commenter lamented that I didn’t give specific examples when it comes to the suspension of disbelief, breaking it, and potentially getting it back. I aim to misbehave please, and thus I’ll try to expand upon that idea a bit more. Here are some sure-fire ways to break the suspension of disbelief and rip your players out of the story:
Clunky Mechanics
Ultimately, they are called role-playing games, and there have to be some rules otherwise it’s just shared storytelling (nothing wrong with that, either). When there are rules, especially rules which take a lot of time to play out, are difficult to understand, don’t really mesh with game very well, or are more tedious than actually fun, you run the risk of pulling back the curtain on the fantasy world you’ve delicately set up. There are many examples of crappy rules, but one that immediately springs to mind is the grappling system from D&D 3.5
Now, grappling is a big part of 3.5 D&D. Many monsters do it, and they do it very well. It’s difficult for a seasoned player to create a character that doesn’t have some way of escaping from a grapple. However, the rules are quite horrible:
1. Initiate the grapple by moving into your opponent’s square.
2. They make an attack of opportunity. If they hit and deal damage, you fail to grapple.
3. Make a touch attack to see if you can “grab” them.
4. Make opposed grapple checks to see if you can actually “grapple” them.
You could argue that the whole system of attacks of opportunity is clunky and breaks the SoD, and I wouldn’t fight you too much. I think they make sense (let your guard down, get attacked) but sometimes it seems like it would have just been better to give you a AC debuff instead. Whatever. The problem with grapple, for me, always came around step 3 and 4. You have to make two checks, one to see if you can even be in a position to grab your opponent, and then another to see, ostensibly, if you can hold on.
I don’t know why this couldn’t be handled with one check. The reason for the above rules makes sense (grab, then grapple), but ultimately it pulled my players out of the game because everyone always seemed to forget there was a touch attack involved, then a grapple check, and then you didn’t really even do anything that round, instead you had to wait until next round when you had to make another grapple check to maybe do something to your opponent (like stab him with a dagger or bite his face off). Suffice to say, grappling was extremely clunky, and what exactly you could do while you were in a grapple (cast spell? use a weapon? move the grapplers?) was constantly a question.
A good rule of thumb here is that if you have to constantly reference the rule from the rulebook, you’re breaking the suspension of disbelief; if you have to step out of character to look through the rulebook for what you’re able to do, that sucks and it has brought you out of the game. You stop visualizing what your character is doing to that orc and go elsewhere.
Pathfinder made it a bit better (took away the opposed rolls), but not much.
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