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General Tabletop Discussion
*TTRPGs General
Any RPGs that focus on roleplaying instead of combat?
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<blockquote data-quote="Umbran" data-source="post: 6199933" data-attributes="member: 177"><p>But nothing actually makes you engage in the tactical combat portion of the game, either, so I'm not sure what the statement gets you. </p><p></p><p>While individuals vary, I think it is reasonable to say that, when looking for what they can/will attempt to do in-game, players will usually look to their character sheets (or the game's equivalent) to see what their options may be. </p><p></p><p>If the sheet is mostly about their combat options, the players will naturally drawn to those options. Most games have a whole lot of combat options, which means the players can pick and choose from a variety of things that they feel improve their chances. If "talking" is one skill of many, and there are few or no solid options for making that skill more effective, it is apt to get short shrift in the player's attentions.</p><p></p><p>Thus, while you cannot *make* players do anything, it likely pays to pick a game that has more options for the play activities you want to see.</p><p></p><p>Some games are odd birds in this - FATE being an example. Depending on which FATE-derivative your playing, the same basic rules apply to physical combat, social conflicts, and mental challenges. The things most prevalent on the sheet are probably the character's Aspects, which can in theory be applied to any and all of these conflicts.</p></blockquote><p></p>
[QUOTE="Umbran, post: 6199933, member: 177"] But nothing actually makes you engage in the tactical combat portion of the game, either, so I'm not sure what the statement gets you. While individuals vary, I think it is reasonable to say that, when looking for what they can/will attempt to do in-game, players will usually look to their character sheets (or the game's equivalent) to see what their options may be. If the sheet is mostly about their combat options, the players will naturally drawn to those options. Most games have a whole lot of combat options, which means the players can pick and choose from a variety of things that they feel improve their chances. If "talking" is one skill of many, and there are few or no solid options for making that skill more effective, it is apt to get short shrift in the player's attentions. Thus, while you cannot *make* players do anything, it likely pays to pick a game that has more options for the play activities you want to see. Some games are odd birds in this - FATE being an example. Depending on which FATE-derivative your playing, the same basic rules apply to physical combat, social conflicts, and mental challenges. The things most prevalent on the sheet are probably the character's Aspects, which can in theory be applied to any and all of these conflicts. [/QUOTE]
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