Name a module where you couldn't negotiate with the enemy or disguise yourself to get past them. There's no design required to include this "support for roleplay" except have one or more groups of enemies sitting around (which near every adventure does), and saying that these modules support roleplay because they "include" these options is truly scraping the bottom of the barrel in their defense.Role playing is the interaction; if "negotiation" doesn't count I am not sure what does. I hope you're not looking down on negotation in CotSQ or RttToEE because there's a blunt hammer waiting to smack you in the face if you fail as opposed to a cutting rejoinder from the Duke's assistant. :-/
rounser said:Mainly CotSQ and RttToEE. "Negotiate with the factions" and "you could disguise yourself" don't constitute roleplaying opportunities beyond anything which you could do in Keep on the Borderlands. i.e. They're no-brainers. Not RttToEE's fault, because it was emulating the original, and that didn't offer much outside that vein either.
Yeah, that's exactly what they should be.I wonder, is it necessary for adventure modules to be fully scripted so that it restrict GMs to deviate from instructions, or should it be enough so that individual GM can decide if this NPC creature should be more open to parlee, negotiation, or not?
Flexor the Mighty! said:
This isn't a shot at anyone, but I think that people who don't think a tabletop can compete with a CRPG dungeoncrawl due to the lack of visual flash need to excercise thier imagination some more.