Diegetic and Non-Diegetic
I've raised this idea a few times, but this seemed a really succinct description and something I can work with. I've played both Ars Magica and Amber, and I love both the games. They can both generate really immersive experiences but they both do so in very different ways. From this perspective, Ars Magica is very non-diegetic in way it describes the world. It functions in the traditional style of a series of procedural manuals and pseudo-historical textbooks. It gives an idea of what happened in the past and what can happen in your games, but not necessarily how to make if feel. Arguably, this is very "facts over feelings"... there are a whole lot of regimented ways that things work, and this fits the rigour and research of the magi at the heart of the game, while providing a lot of ideas about how things can be expanded to include the other characters who live their lives around the magi. Amber on the other hand could be described as a lot more diegetic. By reading...