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4E Rules first Role-Play second?
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<blockquote data-quote="apoptosis" data-source="post: 3781269" data-attributes="member: 3226"><p>I think it would help to define what people mean by roleplaying and tying roleplaying into the mechanics. Frankly after having played indie games where roleplaying is tied intimately into the mechanics has convinced me that this is the best way to design a game.</p><p></p><p>By roleplaying i do not mean being an amateur thespian but that the characters desires, goals, flaws drive the story and the mechanics reward players and encourage them to do this.</p><p></p><p>I would basically have the game give NO xp for killing a creature unless the creature was important to one of the characters (and story). </p><p></p><p>Actions, plans etc. that further a characters goals or desires (or further the story) should be rewarded with bonuses or a bonus pool (or pool of action points etc.). Convincing the duke to let you marry his daughter (if that is important to the character) should give as much XP as killing the BBEG.</p><p></p><p>I know that i many people will hate this idea, but i feel this is the strongest foundation on which to design a game (of course this is all based on what i enjoy from roleplaying games).</p></blockquote><p></p>
[QUOTE="apoptosis, post: 3781269, member: 3226"] I think it would help to define what people mean by roleplaying and tying roleplaying into the mechanics. Frankly after having played indie games where roleplaying is tied intimately into the mechanics has convinced me that this is the best way to design a game. By roleplaying i do not mean being an amateur thespian but that the characters desires, goals, flaws drive the story and the mechanics reward players and encourage them to do this. I would basically have the game give NO xp for killing a creature unless the creature was important to one of the characters (and story). Actions, plans etc. that further a characters goals or desires (or further the story) should be rewarded with bonuses or a bonus pool (or pool of action points etc.). Convincing the duke to let you marry his daughter (if that is important to the character) should give as much XP as killing the BBEG. I know that i many people will hate this idea, but i feel this is the strongest foundation on which to design a game (of course this is all based on what i enjoy from roleplaying games). [/QUOTE]
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