Ovinomancer
No flips for you!
I agree. I didn't advance it. What I said was that your excuse is also used by many to excuse antisocial or disruptive behavior. I made a separate point about how it doesn't apply to the consideration of if people just don't learn the game or exhibit poor play -- as in "just roleplaying" doesn't cover what I was talking about.It not a valid assumption that inability to learn game mechanics and continually exhibiting poor play a result of disruptive or antisocial behavior. That is a simplistic thesis.
Oh, then that's worse, you're making another normative statement about how thing should be. I mean, what was the point of talking about a way you think roleplaying should look if it wasn't your way? It didn't have anything to do with my points -- roleplaying is orthogonal to the point I was making.Reality is more nuanced and each situation is unique. I encountered and had in my campaigns many players who are not disruptive or antisocial yet never personally understood tactics or how the game mechanics work. Who when left to their own devices make very poor choices.
Read I wrote again. While I have my preferences, I didn't state what they were in my reply.
No, they are not specific. Nor are the necessary for the task. I can roleplay a character that is not my personality without ever once engaging with the setting material -- I could, instead, create setting material. I don't have to speak in 1st person (I mean, this should be obvious). And, I don't have to ignore the system -- some systems provide excellent tools to roleplay people you are not. I've just started a game of The Between and it has some nice mechanics for doing just this.I guess I wasn't clear, the point of this is to communicate clearly to other around the table as to what you are doing in context. The examples are specific to roleplaying a character with a personality different than your own. And based in part on what I have observed others doing that was successful in keeping the session fun.
It can only be an observation if you're observing something that is true. It's like saying that "birds are blue" is an observation. It's not, it's a limited statement. An observation on this matter would be "I have seen these things work to do this other thing." This is lacking from your statements, which are instead phrased in a normative manner. And, on the point of how one roleplays or runs a good game, these are definitely preferences. You "observation" of a good game my not meet my appreciation of a good game.This is an observation not a preference. Your observations may differ. But dismissing my points as "preferences" is a poor way to support your thesis.
Nope. Go read some other RPGs. There are many possible points. As for setting, not all games have a setting, some only have a very few points. Dungeon World, for instance, has only genre, no setting. Apocalypse World has genre, a few setting details (the physic maelstrom, mainly) and nothing else. Many FATE games have no setting -- it's built in play alongside the characters by the players, along with whatever genre play is going to be.I disagree, the point of RPGs is to pretend to be a character doing something interesting within a setting. Otherwise it is a game that is little different than Shadowrun Crossfire, Gloomhaven, or Tomb. If you don't have a setting then the players don't have anything on which to make decisions as their character. However in practice all games that market themselves as RPGs have a setting however loosely defined. Even Generics such as GURPS, Hero System, and Savage Worlds make assumptions about the settings that will be used with the game. Giving each of these a particular bias that they are known for.
What you're confusing here is the idea that all RPGs feature a defined setting and that play is about exploring that setting. This is also not true. In Blades in the Dark, exploring the setting is not an objective of play. There's only a thumbnail setting to start with. Rather, the setting becomes more defined as you play and you need to create parts of it to play. Here, like in AW and DW, genre is doing the heavy lifting.
What I weigh and talk about is how much work it takes to do X in the context of gaming.The next I weigh are consequences of doing X. I leave it up to the reader to decide whether putting that amount of work and those consequences are thing they would enjoy. Whether what I talk about save them time and work for their hobby. For example my comments on cues to to let other know you are roleplaying a character and when you are not. This goes to what one has to do to keep things enjoyable for a small group working together on a hobby.
This is insulting to players and unfounded. There's zero evidence to the claim that unless people follow your advice they end up in pawn stance.So yes I am making normative statements based on specific criteria, for specific reasons, based on things I have done or observed. I replied your post to point out that there other reasons why a players appears to have poor skills or doesn't know the mechanics. If you are not convinced then so be it. If you find my observations at odds with your own that is fine it is a big hobby and a big world.
It is a common misconception that first person roleplaying requires one to be a thespian. It still works out the same in my campaigns if you interact as yourself with the abilities of the character.
The reason for this that without this the average player is more apt to treat their character as a piece on a game board and make decisions that don't make sense for the setting if you were there witnessing the action. As a result the experience feel more like playing a board game than tabletop roleplaying.
If this is happening in your games, you should step back and consider why you have to enact additional requirements for play to avoid it.To be clear this is an average. Observed across many campaigns and many players over the decades. I can't go to a convention, game store, or play with a group and say for a specific group or individual "Yup if you don't first person roleplay, the session will feel like a boardgame.". It doesn't work like that. I do the things I do to increase the odds of people having fun while pretending to be characters doing interesting things in a setting. But odds are not equate to certainty. If things don't work out then it time to have a out of game discussion as a group and hash things out one way or the other. I had talks where it was decided that the campaign I ran wasn't for them. I had talks where it was decided that most of the campaign was fun but it would be better with another set of rules. And so on.
This is entirely incorrect. No doubt that using 1st person can result in this, but it's not required nor is it guaranteed to have this result.I am quite comfortable in asserting that if the goal is for the players to feel like if they actually visited the setting and had interesting adventures as bunch of characters. Then first person roleplaying whether one choose to be a thespian on down the scale to where one is just playing a version of themselves with different abilities is the most likely way to make it happen.
Um, no to the first, and no to the claim that those games focus on different things. Blades in the Dark is all about being a criminal. It's entirely structure is about making this front and center and bringing all kinds of pressure and interest onto this. There's no something else here. Apocalypse World is about being a survivor in a post-apocalyptic world, and dealing with the pressures of that world and how it affects relationships with other survivors. It's lasered in on making that visceral and evocative. FATE, well, FATE is a genre emulator, but it has some very nice ways to really evoke character in ways other games just lack -- you cannot get a FATE compel in D&D, for instance, and that's all about character.What makes a roleplaying game is focus not mechanics. Focus on fighting out battles as giant robots you have Battletech, focus on playing characters in the time of the Succession Wars who happen to pilot giant robots into combat, you have mechwarrior. The authors of FATE, Blades in the Dark, Apocalypse World focus on the different things beyond pretending to be a character having adventures in a setting.
These claims you are making make you look ignorant of anything outside of a very narrow approach to RPGs.
No, railroading, illusionism, and participation are more tied to strong GM authority/weak player authority structures where the GM has the authority to enforce the outcomes the GM wants onto play. That this is typically paired with strong backstory games is not nothing, but it's not that settings exist. PbtA games and FitD games put constraints on the GM and have systems that make it blindingly obvious if Force is being applied (and that make participationism not a thing that can happen and have a game at all). It's the actual system here that doing work to not have play that is susceptible to these things. And this doesn't make them better -- it makes them different. I'm on record saying that Force (and it's handmaiden Illusionism) are not bad things in and of themselves. They are a tool that can be used and misused. And something people can like, not care about, or hate in various degrees of application.Railroading, illusionism, and participation as outlined in the OP are only relevant when the focus on pretending to be characters having adventures in a setting. FATE, Blade in Dark, and Apocalypse World have their own considerations when used for a campaign as the authors intended.
Oh, no, it's not. It's entirely possible that you can railroad a game that's collaborative, because railroading is about authority structures and not about people that provide input. Skilled play is 100% available, because skilled play is nothing more than leveraging the fiction and system to achieve your goals -- player, PC, or game.In most of them railroading is all but impossible because the campaign is built around collaboration at every step. The same with skilled play in these games. The skills prized are creative cooperation and storytelling not whether one learns the the mechanics and tactics well enough to use the various combos of abilities to win encounters.