My reaction has been to try to get the thought processes out in the open (perhaps because I find this conducive myself) but I see the value in adopting a more theatrical approach as you describe earlier.
I have felt a little frustrated with TV drama over the last couple of years because they seem to show characters internal processes (I assume to involve the audience) openly in nearly every circumstances. Sometimes I'm left with the strong feeling: "but surely the other person can see that facial expression!"; it may be an attempt to make up for poor acting or direction skills :). I see this as relating to the subject we are discussing - I'm happier when a character's internal processes are part of the game but would hate to think there needs to be a measurable impact in the game world for every single contest.
-----Original Message-----
On Behalf Of simon_hibbs2
[It's true that I do prefer the theatrical approach, mainly as a reaction
to]
the high degree of internal complexity I often see in the characters in my
games and the relative paucity and weakness of inter-character
relationships. Players build their characters in isolation and spend hours
thinking about them and developing them on their own or with some Narrator
assistance between sessions. This produces a built-in bias towards internal
monologue which, as a Narrator, I want to coax out into the open where it
becomes something other characters can relate to and interact with.
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