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General Tabletop Discussion
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Why do D&D players put such an emphasis on rules and tactics?
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<blockquote data-quote="Hussar" data-source="post: 6374986" data-attributes="member: 22779"><p>I'm a huge believer that rules certainly can promote expressing personality/role. They don't necessarily have to be so fine grained as say, GURPS combat rules (then again, IMNSHO, NOTHING needs to be that fine grained <img src="data:image/gif;base64,R0lGODlhAQABAIAAAAAAAP///yH5BAEAAAAALAAAAAABAAEAAAIBRAA7" class="smilie smilie--sprite smilie--sprite8" alt=":D" title="Big grin :D" loading="lazy" data-shortname=":D" />), but, the presence of rules works to channel player actions.</p><p></p><p>Take the idea of expressing character in combat. Sans any rules, there is no difference between the player who buckles his swash during combat, and the player who says, "I got an 18. Hit? Ok, 12 damage. " Adding in mechanics that reward player behaviour or, conversely, punish player behaviour, go a long way towards eliciting particular responses.</p><p></p><p>Is there really a question here? It's been shown pretty definitively in education circles that if you want particular results, you have to scaffold the lesson in a particular way. If you want your language class (I'm an ESL teacher, so bear with me) to focus on speaking using present simple, you have to create activities that promote speaking. Playing a tape and having the class do nothing but listening obviously won't work.</p><p></p><p>Same goes in games. If you want role play, you need to reward role play and the best way to do that is through mechanics which reward role play. So, the guy who buckles his swash is more effective than the guy who is playing Combat Bingo.</p><p></p><p>I mean, there's a reason that pretty much every other gamer out there looks down on D&D gamers as the nadir of role play.</p></blockquote><p></p>
[QUOTE="Hussar, post: 6374986, member: 22779"] I'm a huge believer that rules certainly can promote expressing personality/role. They don't necessarily have to be so fine grained as say, GURPS combat rules (then again, IMNSHO, NOTHING needs to be that fine grained :D), but, the presence of rules works to channel player actions. Take the idea of expressing character in combat. Sans any rules, there is no difference between the player who buckles his swash during combat, and the player who says, "I got an 18. Hit? Ok, 12 damage. " Adding in mechanics that reward player behaviour or, conversely, punish player behaviour, go a long way towards eliciting particular responses. Is there really a question here? It's been shown pretty definitively in education circles that if you want particular results, you have to scaffold the lesson in a particular way. If you want your language class (I'm an ESL teacher, so bear with me) to focus on speaking using present simple, you have to create activities that promote speaking. Playing a tape and having the class do nothing but listening obviously won't work. Same goes in games. If you want role play, you need to reward role play and the best way to do that is through mechanics which reward role play. So, the guy who buckles his swash is more effective than the guy who is playing Combat Bingo. I mean, there's a reason that pretty much every other gamer out there looks down on D&D gamers as the nadir of role play. [/QUOTE]
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Community
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Why do D&D players put such an emphasis on rules and tactics?
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