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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
4E: The day the game ate the roleplayer?
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<blockquote data-quote="wolfen" data-source="post: 4089720" data-attributes="member: 12717"><p>Exactly. And creative, intelligent RP-oriented DM's went with B. The rest of the sheeple went with A. This element of the game will always be true.</p><p></p><p>But here's what I'm getting at re: your statement above: It used to be that I was sitting there in my chain mail wanting to sneak down the hall. And I realize "Is this gonna work? I mean...I'm in chain, I'm not a rogue, etc. etc." and there weren't good rules to know how it would work out. And so I had the Same Feelings And Thoughts that one might expect my Character to have. You see? So the sense of trepidation, anxiety, etc....went with The Unknown. By virtue of the fact that I was already going through what my character was going through, Role Playing was easier. And I could *Feel* more of the anxiety and wonder.</p><p></p><p>Contrast that with not only knowing what you have to roll, but ruling out an action before you even start because you know what you have to roll. Knowing the odds *exactly* of success and failure is an obstacle-to-overcome in trying to play the character. Yeah, that's always been a factor...but the more knowledge the player has the more UNLIKE his character he is in many situations. And it is inevitably, unarguably more challenging to get into the headspace at that point. See?</p><p></p><p>And what I'm saying is -- I can see how this lack of clearly defined rules would irk people. And I can see how it might empower others creatively. Intelligence, maturity, the relationships between the DM and players, etc....so many variables. And yet the solution DnD is using is the only variable they have control of -- the rules. More rules. And so forth. For groups with lots of troubles in those other gaming variables, more rules might be good. For others, it might be less good.</p><p></p><p> I think you're right in the sense that Gamers either support the RP or they don't. And if they want it, they will wind up adapting the rules to emphasize that priority. But people new to the genre may not *get* to certain understanding of roleplay if they feel the rules discourage improvisation.</p></blockquote><p></p>
[QUOTE="wolfen, post: 4089720, member: 12717"] Exactly. And creative, intelligent RP-oriented DM's went with B. The rest of the sheeple went with A. This element of the game will always be true. But here's what I'm getting at re: your statement above: It used to be that I was sitting there in my chain mail wanting to sneak down the hall. And I realize "Is this gonna work? I mean...I'm in chain, I'm not a rogue, etc. etc." and there weren't good rules to know how it would work out. And so I had the Same Feelings And Thoughts that one might expect my Character to have. You see? So the sense of trepidation, anxiety, etc....went with The Unknown. By virtue of the fact that I was already going through what my character was going through, Role Playing was easier. And I could *Feel* more of the anxiety and wonder. Contrast that with not only knowing what you have to roll, but ruling out an action before you even start because you know what you have to roll. Knowing the odds *exactly* of success and failure is an obstacle-to-overcome in trying to play the character. Yeah, that's always been a factor...but the more knowledge the player has the more UNLIKE his character he is in many situations. And it is inevitably, unarguably more challenging to get into the headspace at that point. See? And what I'm saying is -- I can see how this lack of clearly defined rules would irk people. And I can see how it might empower others creatively. Intelligence, maturity, the relationships between the DM and players, etc....so many variables. And yet the solution DnD is using is the only variable they have control of -- the rules. More rules. And so forth. For groups with lots of troubles in those other gaming variables, more rules might be good. For others, it might be less good. I think you're right in the sense that Gamers either support the RP or they don't. And if they want it, they will wind up adapting the rules to emphasize that priority. But people new to the genre may not *get* to certain understanding of roleplay if they feel the rules discourage improvisation. [/QUOTE]
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4E: The day the game ate the roleplayer?
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