D&D General Styles of Roleplaying and Characters

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hawkeyefan

Legend
Except the DM adjudicates actions in 5e so that... can't happen.

Sure it could. We could ignore the rules and play it that way! Why not, doesn't it sound fun? And filled with meaningful decisions where you declare all your enemies dead by your hand, and your character emerges unscathed because you are able to ignore any risk?

Sounds awesome to me!

Doesn't sound like D&D 5e either.

Agreed!
 

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Maxperson

Morkus from Orkus
So what? It happens often enough that it's possible.
Much like my decision about my character. :)
Did the trait say "Mouths off to authority" or did it say "Mouths off to authority unless there's actually some risk involved, in which case he shuts right up"? I mean, maybe the concept of the character isn't this rebellious dissident that I was imagining, but is instead a blowhard?
Some risk? What I described wasn't "some risk." What I described was suicide. And who knows(well, I would), maybe he would mouth off anyway. Depends on the character.
Yes, rolling to find out.....that's discovery. I didn't know how it would go.....I know the character has issues with authority figures, but how deep are those issues? How important is it to him to challenge authority? Will he risk his life to do it? How much does this matter to the character?
It's not discovery. I didn't learn about the character. I learned about a random die roll or whatever mechanic was involved. The only way I will learn about my character is by immersing myself and making those decisions myself. All of those questions you ask there require me to answer them in order for me to learn about the PC.
If you've already decided the answers to those questions, then you aren't discovering.
That's not true. If I don't know the answer before I answer them, I've discovered the answer. Contrast that to a mechanic that might have me mouth off to one guy, but not the next(because mechanics have an element of randomness). What have I discovered? I've discovered that mechanics are inconsistent is all. I've learned nothing about the actual character.
No, I don't think I am. I think any player who would have their PC mouth off to the emperor would be just as open to the idea of having to make a saving throw style roll to see if he does it or not. Because that player is playing the character with integrity.
ROFL Now you're challenging my integrity if I want to make the decision myself? If I actually want to learn about my character, rather than only learning that rolls are random?
They are risking their character's well being......or their conception of the character. They're not letting themselves off the hook.
I often do the same thing, if that's what my character would do in that situation. I learn that when I enter those situations.
So, to go to your example of the emperor and the mouths off to authority trait.....would your decision to have your character not mouth off to authority make you consider changing the trait?
No. The trait remains. He just managed to control himself in that situation..............................or not. Maybe he didn't. It would depend on what I know of the character involved.
 

hawkeyefan

Legend
Sarcasm assumed... is anyone actually saying that?

Sarcasm intended!

Is anyone actually coming right out and saying it? No.

But if you take my proposal of how to handle D&D combat and view it as kind of pointless, then I don't see how you can't apply that same logic to the social pillar. People are treating them differently. I'm saying let's treat them the same.

I mean, in my proposed combat where I as player get to decide exactly how my character performs, I can choose for the orc to land a shot.....so that means there's risk, right?
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Sarcasm assumed... is anyone actually saying that?

Yeah, I'm wondering how we got there from 'I'll decide if my character finds that argument persuasive.' I think I've been clear...and I think others have been, too...that there is a difference between declaring an action ("I snap my fingers in order to kill the opposing army") and resolution of that action ("You snap your fingers and...10,000 orcs* snap their fingers back at you.")

*Handsome, lawful good orcs who prefer Burning Wheel to D&D, of course.
 

Bill Zebub

“It’s probably Matt Mercer’s fault.”
Sarcasm intended!

Is anyone actually coming right out and saying it? No.

But if you take my proposal of how to handle D&D combat and view it as kind of pointless, then I don't see how you can't apply that same logic to the social pillar. People are treating them differently. I'm saying let's treat them the same.

I mean, in my proposed combat where I as player get to decide exactly how my character performs, I can choose for the orc to land a shot.....so that means there's risk, right?

As I've said elsewhere, I think it's more useful to identify and explore/discuss the boundary cases between two extremes, rather than rushing immediately to those extremes, which usually just comes across as sarcasm or ridicule.

So, in order to probe the idea you are describing, can you suggest a scenario in which it's unclear whether we are talking about a combat action vs. an internal mental state? Or both? Picking apart such an example might shine some light.

P.S. Also, this...
Is anyone actually coming right out and saying it? No.
...reads to me as saying, "The people advocating for complete control of character thought and action declaration are really advocating for non-mechanical resolution of combat as well, they just aren't admitting it."

Please tell me I'm mis-reading this...?
 

Aldarc

Legend
I agree that resolution mechanics impose restrictions on possible outcomes. That's exactly why I want them to take a back seat when it comes to major, character-defining decisions. Because I think the mind of the person who created a character can create a more compelling fiction in those contexts than a pre-determined set of mechanics.
If this were as surefire as you seemingly assert, then I doubt that I would have seen some of the most compelling fiction and roleplay result from these mechanics nearly as often as I have nor some of the absolute dullest and least compelling nonsense when thes minds of these same people in games where these mechanics are absent.

Oh, right, I didn't answer your question from a few pages ago: I have not tried some of the other games mentioned in this thread. I certainly might enjoy them. I enjoy lots of games that aren't even RPGs. And just as I like puzzles on their own, but don't really like solving them in D&D, it's possible that I would enjoy the mechanics you describe in other contexts. I wouldn't be averse to playing those games (except that already there are so many games, so little time).

What I do know is:
- Mechanics which blur that line in D&D bother me. E.g., Inspiring Leader, and even a bunch of Bard abilities, which bug me even though that can easily be written off as magic (or 'maaaaaagic' as one might say more derisively.)
- I don't like it when my group decides that we should all pretend to not know something. (Which reminds me: I have used the term 'mind control' in this thread, but in the literal sense when I described a recent scenario where a monster mind controlled a member of the party.)
- I recoil in horror every time a poster describes how they, as DM, would be the arbiter of what "makes sense" for a PC.
As I said before, in a lot of these discussed games with mental/social mechanics, there is a HEAVY and I do want to stress HEAVY emphasis on how the negotiation of the fiction is a shared responsibility between the GM and players. Again, with Pemerton's Steel roll for Burning Wheel, he had a series of choices that he could make about what made the most sense for his character. Contests in Cortex Prime are generally player-initiated, and there are numerous points where players have say on the flow and outcomes of Contests. In Fate, Aspects and Troubles are decided by the player and meant to serve as self-inflicted lightning rods for the GM to provide complications, but there are ways to mitigate them. But throughout all of this, there is often a HEAVY emphasis on fiction-first play as well as the fiction being negotiated in a conversation with the GM rather than being heavy GM-authority games.
 

Oofta

Legend
Do you think that social/mental mechanics would have produced non-authentic reactions or are somehow incapable of producing the "evocative and emotionally impactful scenes" that cause the sort of player reactions you described?
Incapable? For some people yes, for others no. I doubt it would mean much to me, and there have been times when I role playing that I've had an emotional/sympathetic response to what's going on in my PC's world. Pretty rare, but that's not the primary reason I play the game anyway.

For my current PC I wrote up a background story about how he lost his wife and child. I felt an emotional impact because I tried to put myself in the shoes of someone who was going through this so that I could write an honest story. That to me is what "discovery" is all about, really sitting down and trying to put myself in someone else's shoes. Even if in this case the deaths were caused by the disintegration of an army led by a literal dragon.
 

Aldarc

Legend
For my current PC I wrote up a background story about how he lost his wife and child. I felt an emotional impact because I tried to put myself in the shoes of someone who was going through this so that I could write an honest story. That to me is what "discovery" is all about, really sitting down and trying to put myself in someone else's shoes. Even if in this case the deaths were caused by the disintegration of an army led by a literal dragon.
This seems closer to just authoring a character in fanfiction than discovering a character through a roleplaying game. I could certainly write a story for my character, but I don't really feel as if I am engaged in roleplaying at that point. It's just authoring my own fiction.
 

Xetheral

Three-Headed Sirrush
Do you extend this view beyond RPGing? Eg, and to pick up on @hawkeyefan's example from upthread, do you think that the character of Han Solo is "redefined", or handled inconsistently, in the original Star Wars movie (ie because he comes back without payment to save Luke and the Rebellion)?

To clarify: the purpose of my response to @hawkeyefan was to communicate why I'm personally fine with mechanics that determine if your character knows a particular bit of lore, while simultaneously not liking mechanics that tell you how your character feels or reacts.

So to answer your question, my rationale does not extend smoothly to the Han Solo example, as presumably Star Wars was written without game mechanics playing any role in the development process. If, hypothetically, Star Wars had been partially generated by game mechanics, and those mechanics required Lucas to write Han Solo as returning to save the day despite Lucas feeling that the character would have just kept flying away, then that would be a game mechanic redefining a character in a way I personally wouldn't like as a player or GM in an RPG. By contrast, I'm totally fine with Lucas-as-player consciously choosing (or intuitively discovering) that in that particular situation Han would turn back, thus redefining the character if Lucas otherwise would have expected Han to fly away.

As a viewer (and fan) of Star Wars, my opinions about Han Solo as the character shown in the actual movie are based on an entirely different set of preferences than my preferred roleplaying style. :)

I read Xetheral as asserting that, at least in the context of RPGing, any change in a character is - or is experienced by Xetheral as -9 a redefinition of that character.
That's much broader than what I was trying to communicate. My point was limited to the idea that changing how a character interacts with the world around them from what the player previously understood about that character to me qualifies as redefining the character. I certainly was not trying to convey that an IC decision-making process that includes a character changing their mind qualifies as redefining the character.
 

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