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General Tabletop Discussion
*TTRPGs General
Are mechanics really important to good roleplaying experience?
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<blockquote data-quote="Melkor Lord Of ALL!" data-source="post: 2617905" data-attributes="member: 4374"><p>--------------------------------------------------------------------------------</p><p></p><p>I personally find the "creating an interactive story as DM, and roleplaying a character" part much more important than the "wargame" or rolling the dice. I participated in few diceless sessions with a small number of players, and I quite liked it, and when I was a Gamemaster in solo game for my friend, we only threw six sided dices, and i calculated the relevant modifiers, we sometimes didn`t even used any stats. </p><p>It was like: "you are an elite warrior facing two average soldiers. You roll D6+2, each of them rolls d6. Higher result means the fighter gained an advantage or injured his opponent. You can describe your moves. I judge the rolls based on tactics and description. Splitting your attacks too much might reduce your roll. Injuries reduce the rolls in next turn, for example light injury will be -1, moderate-2 severe -3. Beating opponent`s roll by one point results in light injury, by three in moderate. But if you are lightly injured, new light injury counts as moderate etc. You need two or three rounds won in the row to defeat an opponent(or one if he is really injured). They need more, since I reduce your injuries by one level." </p><p></p><p>Although such simple system left almost everything to my interpretation, and my friend`s character rarely died( but it still happened sometimes) we were still having fun. And I didn`t see any reason to roll in social situations, I tried to think how NPC`s would react based on their personality, PC`s behaviour, circumstances, etc. And I could improvise unconstrained to make the game more fun. </p><p></p><p>Currently my girlfriend is Gamemaster in a solo game I play, and she doesn`t even use dices. The game is combat light, focused more on intrigues, politics and romance. And I can`t say it is lower quality than "standard" RPG`s.</p></blockquote><p></p>
[QUOTE="Melkor Lord Of ALL!, post: 2617905, member: 4374"] -------------------------------------------------------------------------------- I personally find the "creating an interactive story as DM, and roleplaying a character" part much more important than the "wargame" or rolling the dice. I participated in few diceless sessions with a small number of players, and I quite liked it, and when I was a Gamemaster in solo game for my friend, we only threw six sided dices, and i calculated the relevant modifiers, we sometimes didn`t even used any stats. It was like: "you are an elite warrior facing two average soldiers. You roll D6+2, each of them rolls d6. Higher result means the fighter gained an advantage or injured his opponent. You can describe your moves. I judge the rolls based on tactics and description. Splitting your attacks too much might reduce your roll. Injuries reduce the rolls in next turn, for example light injury will be -1, moderate-2 severe -3. Beating opponent`s roll by one point results in light injury, by three in moderate. But if you are lightly injured, new light injury counts as moderate etc. You need two or three rounds won in the row to defeat an opponent(or one if he is really injured). They need more, since I reduce your injuries by one level." Although such simple system left almost everything to my interpretation, and my friend`s character rarely died( but it still happened sometimes) we were still having fun. And I didn`t see any reason to roll in social situations, I tried to think how NPC`s would react based on their personality, PC`s behaviour, circumstances, etc. And I could improvise unconstrained to make the game more fun. Currently my girlfriend is Gamemaster in a solo game I play, and she doesn`t even use dices. The game is combat light, focused more on intrigues, politics and romance. And I can`t say it is lower quality than "standard" RPG`s. [/QUOTE]
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