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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="Mishihari Lord" data-source="post: 6203021" data-attributes="member: 128"><p>Totally false. Method-acting as roleplaying is very common.</p><p></p><p></p><p></p><p></p><p>That's the argument that usually gets made, but I've always thought it's a lousy one. I find satisfaction in doing first-person social interaction roleplaying well. It's one of my main sources of enjoyment in RPGs. Persuading an NPC because I rolled well is empty. I get the objective but I lose the fun. RPGs are a social activity - I have no problem with folks who are good at social interaction doing well as a result. As an analogy, I'm pretty awful at basketball. When I play I don't expect the other players to give me an advantage to even things up. The onus is on me. If I want to do better I need to get better.</p><p></p><p></p><p></p><p>Theoretically you can have a system that substitutes for actual social interaction and still have the players talk it out. In practice I've never seen that happen. If players can get what they want just by rolling dice, there's no compelling reason to go to the effort of first-person roleplay.</p><p></p><p>When I play we usually just use DM judgement for NPC reactions. Works great. I'm interested in hybrid systems that use both interaction and mechanical element for resolution, but strictly mechanical resolution leaves me cold. </p><p></p><p>(Here's an example of a hybrid system, in case it's not clear what that might be. I've yet to find one I really like, but this would be about the shape of it)</p><ul> <li data-xf-list-type="ul">DM picks a target number for difficulty</li> <li data-xf-list-type="ul">First-person social interaction roleplay</li> <li data-xf-list-type="ul">Dm evaluates persuasiveness and assigns a score 1-10</li> <li data-xf-list-type="ul">Player rolls d10 and DM adds result to score</li> <li data-xf-list-type="ul">DM adds PC skill to score</li> <li data-xf-list-type="ul">DM compares total score ro target. Margin of success or failure determines resolution</li> </ul></blockquote><p></p>
[QUOTE="Mishihari Lord, post: 6203021, member: 128"] Totally false. Method-acting as roleplaying is very common. That's the argument that usually gets made, but I've always thought it's a lousy one. I find satisfaction in doing first-person social interaction roleplaying well. It's one of my main sources of enjoyment in RPGs. Persuading an NPC because I rolled well is empty. I get the objective but I lose the fun. RPGs are a social activity - I have no problem with folks who are good at social interaction doing well as a result. As an analogy, I'm pretty awful at basketball. When I play I don't expect the other players to give me an advantage to even things up. The onus is on me. If I want to do better I need to get better. Theoretically you can have a system that substitutes for actual social interaction and still have the players talk it out. In practice I've never seen that happen. If players can get what they want just by rolling dice, there's no compelling reason to go to the effort of first-person roleplay. When I play we usually just use DM judgement for NPC reactions. Works great. I'm interested in hybrid systems that use both interaction and mechanical element for resolution, but strictly mechanical resolution leaves me cold. (Here's an example of a hybrid system, in case it's not clear what that might be. I've yet to find one I really like, but this would be about the shape of it) [LIST] [*]DM picks a target number for difficulty [*]First-person social interaction roleplay [*]Dm evaluates persuasiveness and assigns a score 1-10 [*]Player rolls d10 and DM adds result to score [*]DM adds PC skill to score [*]DM compares total score ro target. Margin of success or failure determines resolution [/LIST] [/QUOTE]
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