WayneLigon
Adventurer
KarinsDad said:But that is only my 30 years of experience observing over a hundred gamers talking.
Suffice to say my experience has been 180-degrees from yours over that same time frame.
KarinsDad said:But that is only my 30 years of experience observing over a hundred gamers talking.
apoptosis said:My theory ...
*Snip
ainatan said:So you are saying basically that there are two schools of RPG players:
-those who played "pretend" games
-those who played wargames, and I want to add to that videogames.
The first school plays a game of pretending and roleplaying, and the rules are there to make all the pretending more organized and other motives.
The second school plays a competitive game, a "gamist" game where the rules are part of the fun, and the roleplay is there to make things more "real" and other motives.
Is that correct?
Actually, I would hope that the rules are designed to encourage roleplaying - for example, there might be rules that allow you to set a goal for your character, and then you could spend Action Points to support PC actions aimed at achieving that goal, and be awarded Action Points for your PC achieving that goal.Jib said:I hope the rules are great but I also hope that the books speak directly to the issue of how to create a character based on the idea of "Role-Play" not min-max for rules and character advancement.
This is true to an extent. But the rules can encourage the development of a character by establishing mechanics that take as an input a player's conception of his or her character (such as the Action Point mechanic sketched above).Glyfair said:In fact, what ever you want to call the "character assumption" part of the game, it's not something taught by a book. It's something that you learn from playing and is passed on that way.
In my experience the kind of rules that encourage "role-play" areKid Charlemagne said:You don't need rules for role-playing, but rules can encourage role-playing. However, the trick is that once you start adding rules specific to role-play, it starts focusing the RP in that direction. That can be good or bad depending on your preferred style.
frankthedm said:In my experience the kind of rules that encourage "role-play" are
1. Rules that make combat lethal. Not much reason to negotiate with someone to make progress if you can kill them with little risk to yourself.
frankthedm said:2. Settings with consequences. If a PC never has to worry about the consequences of fighting, there is not much incentive to roleplay. Now if they kill everyone that opposes them and they learn a hard lesson when one of those people has powerful relatives, the grief that follows may cause them to reconsider their "swords first" policy.
frankthedm said:If PCs are so strong, no one can oppose them, why do you expect them to lower themselves to interact with mere mortals? Unless an angry mob IS a threat, why bother calming it down when a Fireball wastes less time?
Jib said:With all our hopes and dreams invested on 4th Edition my greatest fear is that the books will avoid the "Role-Play" interaction that is so vital to many campaigns. If you think about it they call MMO's "Role-Playing Games" but there is little interaction. The games just involve killing things, grabbing loot, creating items, and performing quests that have already been done 1000 times before. With table top RPGs the game caters to the players. You as the player in D&D get to be in the spot light. You are the star!
I hope the rules are great but I also hope that the books speak directly to the issue of how to create a character based on the idea of "Role-Play" not min-max for rules and character advancement.
What is your take on this topic? So far from what I have read and heard the designers seem to be engaged it this type of game but then again they might naturally bring this kind of play to the game table.
MoogleEmpMog said:Mine has been the exact opposite. When combat is lethal (not Dogs in the Vineyard-style "lethal by the player's choice" but Rolemaster-style "lethal all the time, every time"), players disassociate themselves from their characters and play them as disposable playing pieces.
MoogleEmpMog said:Mine has been the exact opposite. When combat is lethal (not Dogs in the Vineyard-style "lethal by the player's choice" but Rolemaster-style "lethal all the time, every time"), players disassociate themselves from their characters and play them as disposable playing pieces.
Not much reason to negotiate with someone to make progress if you can keep throwing characters at the problem until someone in the party gets a lucky crit; replacement PCs or cheap resurrection will surely be available imminently. Not much reason to invest in your character if he's just going to die like a chump the next time somebody on the other side rolls high.
MoogleEmpMog said:You seem to equate "roleplaying" with "stuff that isn't combat." Which seems like a rather wonky definition, since the vast majority of alleged RPGs are primarily focused on combat.