Cool.apoptosis said:Absolutely nothing wrong with hamming it up.
People mean a lot of things when they say roleplaying. Sometimes it means leather collars and safe words, other times it simply means act of playing in an RPG.My feeling is when people mention roleplaying they really just mean playing in character and I think that is a limited definition of roleplaying. I think roleplaying is actions/scenes in the game that advance the characters goals, intrinsic story, personality, development.
Understood. I just to make sure that amateur acting, or even mere game-playing is excluded from the definition.I dont want to limit the idea of roleplaying to just being an amateur actor.
My suggestion was to use multiple resolution system for social challenges side by side, rather than trying to engineer a single comprehensive system capable of satisfying players with divergent notions of what roleplaying should be.You can reward whatever the players want, but the OP specifically asked how to tie in Roleplaying with mechanics and that was my suggestion.
In other words, sometimes you roll, sometimes you just talk.
Unless you use more than one set of mechanics.If you want mechanics tied to roleplaying (basically what the OP was asking for) then you will be rewarding some type of roleplaying by tying it to the mechanics.
In other words, sometimes you roll, sometimes you just talk.
Now that's what I consider limiting; people have been doing all manner of fantastically interesting things with D&D, a game supposedly built around dungeon crawling.Additionally I think games should reward the modes of play that the game emphasizes.
While I think that can be true, it's not in the case of D&D. Thirty years of game history form a rather solid proof of that.I generally believe games are better off focusing on certain themes, genres and styles of play vs a game trying to be all things to all people.