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4e and reality
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<blockquote data-quote="P1NBACK" data-source="post: 5322609" data-attributes="member: 83768"><p>Nope. </p><p> </p><p> </p><p></p><p>Nah. I never said that. Tactical combat has nothing to do with it. Disassociated mechanics do. When you play a game that has no bearing on the shared fiction we're creating, you are not playing a "roleplaying" game. You're playing a game, and doing some improv acting over top of it. It's completely separate. </p><p></p><p>Like I said, it's like playing chess as a roleplaying game. It doesn't work. </p><p></p><p>I'm not saying 4th Edition is completely like this, but if you ignore the fiction, you're taking it in that direction. Some people here seem to be ignoring the fiction. </p><p></p><p>Has nothing to do with "tactical combat". The same could be said of skill challenges. As someone mentioned above, they adore the<em> idea of </em>skill challenges, but had to completely re-write them for them to work. Why? Because they said that skill challenges "as written" were an exercise in dice-rolling. Why does it seem that way? Likely, because those dice rolls aren't being tied to fiction or fictional choices the players are making. </p><p></p><p>It's the same with Monopoly. I can decide that "fictionally" I want to go the opposite direction! Or, hey! Let's STAY on Boardwalk. "Hey, guys, I'm just gonna chill in my penthouse on boardwalk." </p><p></p><p>But it doesn't work like that. The rules dictate that you roll the dice. You take your turn. You move that many spaces in a clockwise direction. The "fiction" you're creating has NO IMPACT on the game and the rules and vice versa. </p><p></p><p>That's not my definition of a roleplaying game. It's fine if you think it is. That by tacking on some funny voices and personas we're roleplaying. Ok. Good for you. But, I disagree. Fundamentally. </p><p></p><p>No biggie. Play your Monopoly with "roles". Call it roleplaying. I don't care. </p><p></p><p>But, we're still at a fundamental disagreement.</p></blockquote><p></p>
[QUOTE="P1NBACK, post: 5322609, member: 83768"] Nope. Nah. I never said that. Tactical combat has nothing to do with it. Disassociated mechanics do. When you play a game that has no bearing on the shared fiction we're creating, you are not playing a "roleplaying" game. You're playing a game, and doing some improv acting over top of it. It's completely separate. Like I said, it's like playing chess as a roleplaying game. It doesn't work. I'm not saying 4th Edition is completely like this, but if you ignore the fiction, you're taking it in that direction. Some people here seem to be ignoring the fiction. Has nothing to do with "tactical combat". The same could be said of skill challenges. As someone mentioned above, they adore the[I] idea of [/I]skill challenges, but had to completely re-write them for them to work. Why? Because they said that skill challenges "as written" were an exercise in dice-rolling. Why does it seem that way? Likely, because those dice rolls aren't being tied to fiction or fictional choices the players are making. It's the same with Monopoly. I can decide that "fictionally" I want to go the opposite direction! Or, hey! Let's STAY on Boardwalk. "Hey, guys, I'm just gonna chill in my penthouse on boardwalk." But it doesn't work like that. The rules dictate that you roll the dice. You take your turn. You move that many spaces in a clockwise direction. The "fiction" you're creating has NO IMPACT on the game and the rules and vice versa. That's not my definition of a roleplaying game. It's fine if you think it is. That by tacking on some funny voices and personas we're roleplaying. Ok. Good for you. But, I disagree. Fundamentally. No biggie. Play your Monopoly with "roles". Call it roleplaying. I don't care. But, we're still at a fundamental disagreement. [/QUOTE]
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