D&D General Skilled Play, or Role Play: How Do You Approach Playing D&D?

Snarf Zagyg

Notorious Liquefactionist
The play was a great success, but the audience was a disaster.

A topic that recently came up in conversation is the change, over time, in the manner and expectations of playing style when it comes to Dungeons & Dragons. I will be painting this with a broad and generalist brush, but I would categorize the predominant manner of play in early D&D as "skilled play" and say that this has gradually shifted to more of a "role play" over time.

In order to understand this distinction, it might help to understand what I would say are the differences between these two modes of play.


1. Skilled Play. I don't even have any good skills. You know like nunchuck skills, bow hunting skills, computer hacking skills. Girls only want boyfriends who have great skills!

D&D is a game. While there wasn't a "win condition" in D&D, per se, there were certainly ways to "lose" (like dying), and OD&D and TSR-era AD&D provided numerous easy ways to die. Because D&D was a game, there were ways to play it "better" or "worse," or, in effect, to be more skilled at it. To know the rules. To use a 10' pole to check for traps. To know how to use flaming oil.

Yes, oil. Later generations would look upon the "oil" restriction in the 1e PHB and say, "What?" but this was a component of the skilled gamer's arsenal.

Dungeons (and they were usually dungeons) were challenges to be overcome. Puzzles and traps would often invoke some element of the player's knowledge- not the PC's. Competitions that required skilled play were a focus at conventions, and some of the best competition adventures were later released as TSR-era modules (the "C" series).


2. Role Play. There used to be a real me, but I had it surgically removed.

D&D is a collaborative exercise in emergent narrative, wherein the players inhabit roles in a world mediated by the Dungeon Master. Um, or something like that- I may have some jargon misplaced! But the role play emphasis is less about the mechanics of the game in terms of playing it 'better', and more about the players inhabiting the personalities of their player characters and making decisions in accord with what their player characters would do, not necessarily what the player would do. Put more simply, this is emphasizing that the real you and your game persona are different, and playing in accord with your game persona.

The increasing emphasis on Role Play can be seen in D&D in some of the mechanics that, no, explicitly support Role Play. For example, the chargen minigame that calls for a background, or flaws, or ideals, etc.; the campaign settings such as Ravnica that require or encourage a more detailed character, and so on.


3. Why Not Both? I'm not saying we wouldn't get our hair mussed, but I do say no more than 10 to 20 million killed, tops! Uh, depending on the breaks.

I doubt that there are many people who would think that they don't play D&D in a "skilled" manner (quick- raise your hands if you think you play something poorly!), nor are there many people who would say that they make no attempt to role play whatsoever. So why posit that there is any distinction?

Because I would say that there is a continuum. For example, attempting to play a character at their PC level of intelligence definitely is on the RP, not SP side of the ledger. Or choosing a course of action that you, as the player, know is dumb but that the PC would choose to do (you know that certain death awaits you, but your PC would go all Leeroy Jenkins).

In some ways, this is also reflected in the design of adventures; traps and puzzles that are solved by DCs are definitely more conducive to RP, while traps and puzzles that are solved by the player's knowledge tend to be more conducive to the SP scenario.

So those are some tentative thoughts; I was wondering what other people might think? How do you play now? What do you prefer? Do you think it makes a difference, or is this an arbitrary distinction without a difference?
 

log in or register to remove this ad

prabe

Tension, apprension, and dissension have begun
Supporter
In some ways, this is also reflected in the design of adventures; traps and puzzles that are solved by DCs are definitely more conducive to RP, while traps and puzzles that are solved by the player's knowledge tend to be more conducive to the SP scenario.
This connects to thoughts that have been in my brain relatively recently about ratiocination-type mysteries in TRPGs, and how the pleasures of the one seem to contraindicate the pleasures of the other. It's a strait and narrow path, tricky to navigate, to be sure.
 

Snarf Zagyg

Notorious Liquefactionist
This connects to thoughts that have been in my brain relatively recently about ratiocination-type mysteries in TRPGs, and how the pleasures of the one seem to contraindicate the pleasures of the other. It's a strait and narrow path, tricky to navigate, to be sure.

Yeah, I kept this thread-starter short (by my standards, at least!) because I have a lot of half-formed ideas, and I was curious about what other people were thinking.
 

prabe

Tension, apprension, and dissension have begun
Supporter
Yeah, I kept this thread-starter short (by my standards, at least!) because I have a lot of half-formed ideas, and I was curious about what other people were thinking.
I noticed the relative brevity. ;-) My thoughts are maybe a little less vague, because I had to think about it when I ad-libbed myself into running a ratiocination-type mystery recently. While it doesn't seem entirely unrelated (Skilled Play: the players figure it out; Roleplay: the characters figure it out) it seemed a little tangential, so I didn't unpack it all the way.
 



DEFCON 1

Legend
Supporter
I've been primarily the DM since I restarted continuously playing with the advent of 4E (and now into 5E.) And thus I've experienced the gamut of different play styles and focuses of the people I've run games for. The parts that I really like are when the players do in fact try to roleplay to character, rather than just "be themselves" with a bunch of numbers on a sheet of paper to roll dice for but have little to no impact on how the character is roleplayed.

This preference in style is what inspires my own choices on the few times I get to play. When one of my players decided he was going to run a monthly (eventually becoming biweekly) Pathfinder game, and this would be the first longer-term campaign I was actually going to be participating in as a player... I wanted to make sure I created a PC whose mechanics would actually match up to how I knew I was going to end up roleplaying just instinctually. I knew I was going to be a talker (just because of the habit of always having to talk when I was the DM) and I knew I would constantly be playing to the highest level of my intelligence (just due to my own experience with the game). So I made myself a Bard and gave myself high CHA and high INT specifically so that the character would match up numerically to how I knew I was going to end up roleplaying him (even if a high INT was not "optimized" for a Bard necessarily.)

At the end of the day, this decision has allowed me to do my Skilled Play while maintaining my preferred Role Play. Yes, things like my CON and some combat skills have suffered by doing it like this... but I just feel better about it having worked it out this way.
 

overgeeked

B/X Known World
Huh. The title made me think of the divide between old school approach where you interacted with the environment via roleplaying vs the new school approach of just rolling dice to see what happens. See describing how your character is searching and what they’re searching for vs excessive perception checks every time you use your eyes.
 

Oofta

Legend
It's not completely one thing or another, I think it is a complex issue.

If someone is playing a barbarian, I don't expect them to be able to bench press my couch. So if someone is playing a wizard with a 20 intelligence, why would I expect the player to solve a complex riddle? Along the same lines, I'm not a rogue trained in disarming traps. Why should I have to describe how I disarm a trap? If I can describe how I disable the trap, should that give me any advantage in the game? What if Bob the Body Builder (and yes, BBB insists that is his full name) can bench press my couch. Should I give some benefit to his 8 strength PC because he can describe how mightily he's flexing during his morning exercise routine?

On the other hand, if I enjoy describing how the trap is disabled that can also be part of the fun. I sometimes throw in complex traps and plenty of situations that can't be resolved with a die roll. So as a DM if I throw in a riddle, I do it as a hybrid. Set up the riddle and if the group seems to be enjoying figuring it out, great. If they're struggling (or simply groan "another riddle?") then I'll allow appropriate checks to get hints and clues to set them in the right direction

So it's a balance. Skilled play matters, tactics in combat matter, players figuring out how to avoid or neuter an obstacle. Tactics can make a big difference in combat. At the same time I want to also challenge the PC, not just the player.

P.S. you forgot the 10' poles that were absolutely necessary but magically evaporated when combat started only to reform when tapping your way down the hallway once more.
 

Snarf Zagyg

Notorious Liquefactionist
Huh. The title made me think of the divide between old school approach where you interacted with the environment via roleplaying vs the new school approach of just rolling dice to see what happens. See describing how your character is searching and what they’re searching for vs excessive perception checks every time you use your eyes.

Interesting. See, the OP alludes to this here-
In some ways, this is also reflected in the design of adventures; traps and puzzles that are solved by DCs are definitely more conducive to RP, while traps and puzzles that are solved by the player's knowledge tend to be more conducive to the SP scenario.

But puts it in different categories. Feel free to expound on your thoughts- I'd love to hear them! (Maybe be a little more generous to the newer players- I think they'd say that they'd describe how they are searching in order to trigger the perception check. ;) )
 

Remove ads

Top