Menu
News
All News
Dungeons & Dragons
Level Up: Advanced 5th Edition
Pathfinder
Starfinder
Warhammer
2d20 System
Year Zero Engine
Industry News
Reviews
Dragon Reflections
White Dwarf Reflections
Columns
Weekly Digests
Weekly News Digest
Freebies, Sales & Bundles
RPG Print News
RPG Crowdfunding News
Game Content
ENterplanetary DimENsions
Mythological Figures
Opinion
Worlds of Design
Peregrine's Nest
RPG Evolution
Other Columns
From the Freelancing Frontline
Monster ENcyclopedia
WotC/TSR Alumni Look Back
4 Hours w/RSD (Ryan Dancey)
The Road to 3E (Jonathan Tweet)
Greenwood's Realms (Ed Greenwood)
Drawmij's TSR (Jim Ward)
Community
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Resources
Wiki
Pages
Latest activity
Media
New media
New comments
Search media
Downloads
Latest reviews
Search resources
EN Publishing
Store
EN5ider
Adventures in ZEITGEIST
Awfully Cheerful Engine
What's OLD is NEW
Judge Dredd & The Worlds Of 2000AD
War of the Burning Sky
Level Up: Advanced 5E
Events & Releases
Upcoming Events
Private Events
Featured Events
Socials!
EN Publishing
Twitter
BlueSky
Facebook
Instagram
EN World
BlueSky
YouTube
Facebook
Twitter
Twitch
Podcast
Features
Top 5 RPGs Compiled Charts 2004-Present
Adventure Game Industry Market Research Summary (RPGs) V1.0
Ryan Dancey: Acquiring TSR
Q&A With Gary Gygax
D&D Rules FAQs
TSR, WotC, & Paizo: A Comparative History
D&D Pronunciation Guide
Million Dollar TTRPG Kickstarters
Tabletop RPG Podcast Hall of Fame
Eric Noah's Unofficial D&D 3rd Edition News
D&D in the Mainstream
D&D & RPG History
About Morrus
Log in
Register
What's new
Search
Search
Search titles only
By:
Forums & Topics
Forum List
Latest Posts
Forum list
*Dungeons & Dragons
Level Up: Advanced 5th Edition
D&D Older Editions
*TTRPGs General
*Pathfinder & Starfinder
EN Publishing
*Geek Talk & Media
Search forums
Chat/Discord
Menu
Log in
Register
Install the app
Install
Community
General Tabletop Discussion
*TTRPGs General
Any RPGs that focus on roleplaying instead of combat?
JavaScript is disabled. For a better experience, please enable JavaScript in your browser before proceeding.
You are using an out of date browser. It may not display this or other websites correctly.
You should upgrade or use an
alternative browser
.
Reply to thread
Message
<blockquote data-quote="Celebrim" data-source="post: 6209093" data-attributes="member: 4937"><p>I definitely can understand that, but as a guy whose spent 95% of his career as a DM, the realization that the world is limited by my understanding talents and capabilities is something that impressed itself on me in a hurry.</p><p></p><p>You can't just have an NPC with Perform(Jokes) +20 or Wit +20, and say, "He tells a joke. *roll* It's very funny, and you involuntarily begin laughing", if what you want to achieve is the effect of the player finding the NPC funny. Or at least, you might, but they'd not be laughing at what you wanted them to laugh at, and the joke would get tired fast. If you want NPC's to have magnetic personalities, you can't rely on a roll of a die to achieve the effect, because by convention PC's usually aren't subject to behavior change by mundane charisma interaction and in any event forcing the PC to behave in some way against the player's will is a very different result than convincing the player to behave in some way of their own accord. One put's the player very much on their guard, and the other - almost by definition - doesn't. </p><p></p><p>So it's very very obvious to a DM that social skills aren't the same as physical skills. Your NPC's can easily tumble through the air and jump over small buildings in a single bound, even though you can't. But your NPC's can't be witty, entertaining, impressive, or even knowledgeable if you can't pull that off in your play. This isn't the result of the players being unfair to you. This is just the way it is. It's very obvious as the DM you can't blame the players for the failure of your NPC's to be what you imagined them to be. </p><p></p><p>There are limits to what you can pull off as a role-player. It's a learning process increasing your skills as a player so that you can pull off more and more sorts of improvisation and more and more different sorts of roles. You have to except that to some extent, RPG's are like other games - you get better at them through practice. It's a big skill set. I've been playing for 30 years and I've still got lots to learn.</p><p></p><p></p><p></p><p>Speaking as an introvert, the best system for introverts is learning to role play. Once I learned to do it in game, I started putting it into practice outside of the game. In fact, the name I go by in real life was very consciously created as a persona of a person who wasn't introverted, and began life with very conscious efforts to imagine what a non-introverted person would do and how they would behave. </p><p></p><p>Being who I am, this involved library research.</p><p></p><p></p><p></p><p>Definitely. I've had those players. But equally, it's very hard to address as a systems issue, because what do you really want as a player - the game to tell you what to do? To become an observer of your own character? To sit there while the DM fills in all the blanks for you, like the experience of a cRPG where when you select 'talk to the character' the game decides what you say and what you are allowed to say? </p><p></p><p>It's certainly tempting as a DM. There are times I can't resist going, "Are you really sure you want to do that?" There are even times when it's appropriate (the player is acting with a lack of information about the setting that the character wouldn't have). But if you stop the game for a 'wisdom check' or 'intelligence check' often enough, you might as well tell the story solo.</p><p></p><p>I've also had players that 'ego game' (seeking self-validation through the success they achieve in the fiction) who in every scene want desperately to pull off that shining moment of awesomeness, and so instead of waiting to let it happen try to push the issue, resulting in repeated spectacular failures because of the rash and unnecessarily complicated plans they try to implement. This leads to a lot of them getting frustrated, especially since their character often ends up becoming a figure of fun and comic relief, or jealous if another more relaxed player keeps getting moment's of awesome without apparently trying (which in turn can lead to accusations of favoritism). </p><p></p><p>Dealing with players who are frustrated because they can't be the character they see in their mind is always challenging. Some don't want to accept that they need to learn anything at all as if - just because there are no winners or losers - it is just intuitive being good at tactics, theatrics, investigation, dungeoneering, and systems mastery. You've got to be encouraging, understanding, and you have to mentor. It's fun watching the <em>player</em> level up though.</p><p></p><p></p><p></p><p>Hitting something with a stick is intuitive even to a two year old. </p><p></p><p>It would be possible to design a social system which would be on par with a combat system. Some well meaning designers intending to encourage role play as a focus of play, and to empower players who were uncomfortable with social interaction to be able to live out the fiction of a high charisma character have tried just that. The problem with it is social challenges would then in turn tend to have game play that resembles combat, which means that they effectively are just more combat, and the entire goal of encouraging role play fails. I think the more pragmatic solution to this problem tends to be to make combat resolution more resemble social interaction resolution, emphasizing that this game really isn't supposed to be about combat at all.</p></blockquote><p></p>
[QUOTE="Celebrim, post: 6209093, member: 4937"] I definitely can understand that, but as a guy whose spent 95% of his career as a DM, the realization that the world is limited by my understanding talents and capabilities is something that impressed itself on me in a hurry. You can't just have an NPC with Perform(Jokes) +20 or Wit +20, and say, "He tells a joke. *roll* It's very funny, and you involuntarily begin laughing", if what you want to achieve is the effect of the player finding the NPC funny. Or at least, you might, but they'd not be laughing at what you wanted them to laugh at, and the joke would get tired fast. If you want NPC's to have magnetic personalities, you can't rely on a roll of a die to achieve the effect, because by convention PC's usually aren't subject to behavior change by mundane charisma interaction and in any event forcing the PC to behave in some way against the player's will is a very different result than convincing the player to behave in some way of their own accord. One put's the player very much on their guard, and the other - almost by definition - doesn't. So it's very very obvious to a DM that social skills aren't the same as physical skills. Your NPC's can easily tumble through the air and jump over small buildings in a single bound, even though you can't. But your NPC's can't be witty, entertaining, impressive, or even knowledgeable if you can't pull that off in your play. This isn't the result of the players being unfair to you. This is just the way it is. It's very obvious as the DM you can't blame the players for the failure of your NPC's to be what you imagined them to be. There are limits to what you can pull off as a role-player. It's a learning process increasing your skills as a player so that you can pull off more and more sorts of improvisation and more and more different sorts of roles. You have to except that to some extent, RPG's are like other games - you get better at them through practice. It's a big skill set. I've been playing for 30 years and I've still got lots to learn. Speaking as an introvert, the best system for introverts is learning to role play. Once I learned to do it in game, I started putting it into practice outside of the game. In fact, the name I go by in real life was very consciously created as a persona of a person who wasn't introverted, and began life with very conscious efforts to imagine what a non-introverted person would do and how they would behave. Being who I am, this involved library research. Definitely. I've had those players. But equally, it's very hard to address as a systems issue, because what do you really want as a player - the game to tell you what to do? To become an observer of your own character? To sit there while the DM fills in all the blanks for you, like the experience of a cRPG where when you select 'talk to the character' the game decides what you say and what you are allowed to say? It's certainly tempting as a DM. There are times I can't resist going, "Are you really sure you want to do that?" There are even times when it's appropriate (the player is acting with a lack of information about the setting that the character wouldn't have). But if you stop the game for a 'wisdom check' or 'intelligence check' often enough, you might as well tell the story solo. I've also had players that 'ego game' (seeking self-validation through the success they achieve in the fiction) who in every scene want desperately to pull off that shining moment of awesomeness, and so instead of waiting to let it happen try to push the issue, resulting in repeated spectacular failures because of the rash and unnecessarily complicated plans they try to implement. This leads to a lot of them getting frustrated, especially since their character often ends up becoming a figure of fun and comic relief, or jealous if another more relaxed player keeps getting moment's of awesome without apparently trying (which in turn can lead to accusations of favoritism). Dealing with players who are frustrated because they can't be the character they see in their mind is always challenging. Some don't want to accept that they need to learn anything at all as if - just because there are no winners or losers - it is just intuitive being good at tactics, theatrics, investigation, dungeoneering, and systems mastery. You've got to be encouraging, understanding, and you have to mentor. It's fun watching the [I]player[/I] level up though. Hitting something with a stick is intuitive even to a two year old. It would be possible to design a social system which would be on par with a combat system. Some well meaning designers intending to encourage role play as a focus of play, and to empower players who were uncomfortable with social interaction to be able to live out the fiction of a high charisma character have tried just that. The problem with it is social challenges would then in turn tend to have game play that resembles combat, which means that they effectively are just more combat, and the entire goal of encouraging role play fails. I think the more pragmatic solution to this problem tends to be to make combat resolution more resemble social interaction resolution, emphasizing that this game really isn't supposed to be about combat at all. [/QUOTE]
Insert quotes…
Verification
Post reply
Community
General Tabletop Discussion
*TTRPGs General
Any RPGs that focus on roleplaying instead of combat?
Top