Remathilis said:One of the big concerns I've seen bandied about (mostly by gnay-sayers) is that D&D/4e (and 3e before it) moved the game off "role-playing" and toward "videogame/mmorpg/hacker/anime/boardgame" (or a game that focuses on combat). This leads me to a couple questions...
1.) Why are the two mutually exclusive? Why can a game that focuses on combat and dungeons NOT have role-playing?
2.) What SHOULD the game do to move toward being more role-playing oriented IN THE RULES (no campaign suggestions, just how should the RULES emphasize rping?
I'm interested to hear exactly how D&D could emphasize role-playing in the rules and what effect that would have on the massive amount of combat rules?
I think looking at the indy games is a good start.
Reward roleplaying and by this i dont mean reward thespianism.
Make XP tied to the development of character goals or narrative goals.
I would have characters get XP for initiating their flaws if the flaws can impact the narrative (flaw curious is always a good example).
have character get bonuses to actions based on RP. Have maybe a Pool of Bonuses that can be used by a character when they are involved in the development of the story, their characters goals or an interesting scene.
Though..i dont think D&D will be the best game for that. D&D is a good game for a dungeonlike (dungeon meaning most any contained environ) series of encounters that primarily use combat as a way to solve them. It is what D&D does very well.
WHile i think D&D could benefit from the above mentioned ideas, i think if it strays too far from its central focus it becomes less ideal than many other games.
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