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Are Video Games Ruining Your Role-playing?
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<blockquote data-quote="overgeeked" data-source="post: 8560071" data-attributes="member: 86653"><p>Generally I can pick up what people mean when they use short hand. If the player skips the conversation and declares "I rolled a 16 perception," that tells me the player isn't interested in engaging with the conversation that is the fundamental core of the game as I see it and as I want to play it. And since everyone likes to scream about gatekeeping, yes, both styles and everything in between are perfectly valid ways to play. But they don't mix well, if at all.</p><p></p><p>Of course.</p><p></p><p>Which is literally the problem this example was used to point out. Players assume, wrongly, that not only is everything a fight, but everything is a fight that's perfectly balanced for their characters at whatever level they are...regardless of the fiction.</p><p></p><p>Some things need to be handled mechanically. But not everything does. Roleplaying doesn't need to have mechanics. Whether you hit something when you swing a sword probably does, but might not depending on circumstance. Some things are automatic. Strike a bound and helpless prisoner? No roll. Trying to haggle with the vendor who wants to give you poisoned food? No need to roll. If the player says or does the right thing, the roll doesn't matter. Conversely, some things are impossible no matter what you roll. Shoot the moon with an arrow? Nope. Trying to convince the king to give you his crown and kingdom? Again, nope. The fiction takes precedence over the mechanics.</p><p></p><p>To me, this is "press the button" syndrome. Instead of actually engaging with the RPG, the conversation, the player wants to hit the button and get the thing. In this case hit the perception check button and get the information. No, sorry. Start over. What are you doing? Where are you looking? What are you looking for? Again, the game <em>is</em> the conversation, the game is not pressing the buttons on your character sheet. The answer isn't on your character sheet.</p></blockquote><p></p>
[QUOTE="overgeeked, post: 8560071, member: 86653"] Generally I can pick up what people mean when they use short hand. If the player skips the conversation and declares "I rolled a 16 perception," that tells me the player isn't interested in engaging with the conversation that is the fundamental core of the game as I see it and as I want to play it. And since everyone likes to scream about gatekeeping, yes, both styles and everything in between are perfectly valid ways to play. But they don't mix well, if at all. Of course. Which is literally the problem this example was used to point out. Players assume, wrongly, that not only is everything a fight, but everything is a fight that's perfectly balanced for their characters at whatever level they are...regardless of the fiction. Some things need to be handled mechanically. But not everything does. Roleplaying doesn't need to have mechanics. Whether you hit something when you swing a sword probably does, but might not depending on circumstance. Some things are automatic. Strike a bound and helpless prisoner? No roll. Trying to haggle with the vendor who wants to give you poisoned food? No need to roll. If the player says or does the right thing, the roll doesn't matter. Conversely, some things are impossible no matter what you roll. Shoot the moon with an arrow? Nope. Trying to convince the king to give you his crown and kingdom? Again, nope. The fiction takes precedence over the mechanics. To me, this is "press the button" syndrome. Instead of actually engaging with the RPG, the conversation, the player wants to hit the button and get the thing. In this case hit the perception check button and get the information. No, sorry. Start over. What are you doing? Where are you looking? What are you looking for? Again, the game [I]is[/I] the conversation, the game is not pressing the buttons on your character sheet. The answer isn't on your character sheet. [/QUOTE]
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