Hussar
Legend
BryonD said:You do realize that this is also true in 3e right?
Back when 3e was first being showcased it was mentioned quite frequently.
It turns out that the majority of gamers prefer to just kill the monster. So regardless of how much some people want to roleplay, the overall perception of the game becomes "kill the monster, add XP".
So the fact that the option is there is a wash.
All that aside, the promise of a carrot at the end of roleplaying doesn't have anything to do with a conversation of whether or not the mechanics of gameplay itself provide support or obstacles to the actual roleplaying.
So, Bryon, if my 5th level paladin talks his way past two CR4 guards, how much xp should I get? If the rules support roleplay, that should be an easy question no? I can tell you exactly how much xp I get for defeating them.
The carrot absolutely does have everything to do with mechanics supporting roleplay. Monopoly has absolutely no mechanics to support roleplay. None. It's not even assumed that you will. Thus, no one roleplays Monopoly.
Every edition of D&D has given a slight nod towards roleplay, but, not very much. 1e had training rules, 2e had bonus xp tables, 3e has about three paragraphs appended to the six pages on combat xp. It's never, ever been an important aspect mechanically. It's always just been assumed that you'll just do it if you want to.
Other games very much support roleplay. The Dying Earth has mechanics where you gain mechanical benefits for using certain phrases from Vance's works in play. That's a huge incentive to roleplay. The old 007 RPG had a sort of Action Point mechanic where you could, as the player, change the scene in order to better get into the spirit of the movies. If you needed a martini, spend the point and you got one.
Look at things like Burning Wheel and you see all sorts of mechanics for promoting role play.
D&D promote roleplay? Really? Where?