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Game problems that are really Player/DM problems
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<blockquote data-quote="Zappo" data-source="post: 2057149" data-attributes="member: 633"><p>I for one agree with Quasqueton. In my direct experience, most players tend to carry their style around with the system.</p><p></p><p>When we started playing FASA Star Trek, where a weapon hit generally kills, do you know what happened? The players who solved things with combat in D&D, still solved things with combat. The main difference being that they maxed Initiative and Dodge before attack and damage.</p><p></p><p>When we started playing Storyteller, which is widely regarded as a roleplaying-heavy game, do you know what happened? The players who did diplomacy by rolling a Diplomacy check, still did. The main difference being that they rolled 10d10 instead of 1d20+13.</p><p></p><p>Do you know what <em>really</em> worked wonders for enhancing roleplaying and encouraging talking-before-fighting? First: <em>telling the players</em> that you are shooting for more roleplaying (gasp!). Second: creating situations where there is a good reason for talking - something better than "we risk losing a fight". Third: creating interesting NPCs with motivations and personality. And I didn't do this in Storyteller or BRP. I did it in <strong>D&D</strong>.</p><p></p><p>Besides, at least in our group, D&D 3.5E has the second highest mortality (the first being Stormbringer BRP which we pretty much stopped playing when we realized we were spending more time making characters than playing). So much for encouraging combat.</p></blockquote><p></p>
[QUOTE="Zappo, post: 2057149, member: 633"] I for one agree with Quasqueton. In my direct experience, most players tend to carry their style around with the system. When we started playing FASA Star Trek, where a weapon hit generally kills, do you know what happened? The players who solved things with combat in D&D, still solved things with combat. The main difference being that they maxed Initiative and Dodge before attack and damage. When we started playing Storyteller, which is widely regarded as a roleplaying-heavy game, do you know what happened? The players who did diplomacy by rolling a Diplomacy check, still did. The main difference being that they rolled 10d10 instead of 1d20+13. Do you know what [i]really[/i] worked wonders for enhancing roleplaying and encouraging talking-before-fighting? First: [i]telling the players[/i] that you are shooting for more roleplaying (gasp!). Second: creating situations where there is a good reason for talking - something better than "we risk losing a fight". Third: creating interesting NPCs with motivations and personality. And I didn't do this in Storyteller or BRP. I did it in [b]D&D[/b]. Besides, at least in our group, D&D 3.5E has the second highest mortality (the first being Stormbringer BRP which we pretty much stopped playing when we realized we were spending more time making characters than playing). So much for encouraging combat. [/QUOTE]
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