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*TTRPGs General
Creativity vs Imagination: At what point is it no longer "role playing"?
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<blockquote data-quote="LostSoul" data-source="post: 4750822" data-attributes="member: 386"><p>That's not what I mean. I think I see your point but I wanted you to explain it a little more.</p><p></p><p>You say above that "choice of how one's character behaves (<em>not</em> of the consequences) is the key element of role-playing".</p><p></p><p>How is choosing to dive for cover different from choosing to use Come and Get It?</p><p></p><p>Both are player choices.</p><p>Both are in reaction to what's occuring in the game world.</p><p>Neither one has anything to say about "character" in the literary sense (in and of themselves).</p><p></p><p>One big difference I see is in the <em>consequences</em> of making that choice and how we resolve the character's actions in the game world. But that doesn't matter so much, right?</p><p></p><p>I think the big difference is that "diving for cover", even if we have movement speeds and are tracking the fictional area using miniatures, string, and a ruler, is more clearly "grounded in the fiction" (if that term makes sense) than Come And Get It is.</p><p></p><p>You can easily understand the action to dive for cover and what it means, but what does Come and Get It mean? And the fact that you can use it when the players at the table don't seem to think it makes any sense (like drawing archers off a battlement) could be a big difference, too.</p><p></p><p>Though I still wonder... is there really that much difference? It seems to me that there's some kind of continuum, with "diving for cover" on one end and "Come and Get It" (or something more abstract, like Action Points) on the other.</p><p></p><p>Does it still mean that colour has no importance, is not a "relevant factor" in the game? I don't know. It's possible that the colour used to describe the Come and Get It action might be important; ie. the player's description might give a bonus to a follow-up attack using the DM's best friend (+2/-2 modifier to the die roll), or it might make a Diplomacy or Intimidate check a possibility where before it was not. Though is that part of how the system was intended to be used? Don't know.</p><p></p><p>Anyway, I think this is an interesting topic and I look forward to seeing what comes of it.</p></blockquote><p></p>
[QUOTE="LostSoul, post: 4750822, member: 386"] That's not what I mean. I think I see your point but I wanted you to explain it a little more. You say above that "choice of how one's character behaves ([i]not[/i] of the consequences) is the key element of role-playing". How is choosing to dive for cover different from choosing to use Come and Get It? Both are player choices. Both are in reaction to what's occuring in the game world. Neither one has anything to say about "character" in the literary sense (in and of themselves). One big difference I see is in the [i]consequences[/i] of making that choice and how we resolve the character's actions in the game world. But that doesn't matter so much, right? I think the big difference is that "diving for cover", even if we have movement speeds and are tracking the fictional area using miniatures, string, and a ruler, is more clearly "grounded in the fiction" (if that term makes sense) than Come And Get It is. You can easily understand the action to dive for cover and what it means, but what does Come and Get It mean? And the fact that you can use it when the players at the table don't seem to think it makes any sense (like drawing archers off a battlement) could be a big difference, too. Though I still wonder... is there really that much difference? It seems to me that there's some kind of continuum, with "diving for cover" on one end and "Come and Get It" (or something more abstract, like Action Points) on the other. Does it still mean that colour has no importance, is not a "relevant factor" in the game? I don't know. It's possible that the colour used to describe the Come and Get It action might be important; ie. the player's description might give a bonus to a follow-up attack using the DM's best friend (+2/-2 modifier to the die roll), or it might make a Diplomacy or Intimidate check a possibility where before it was not. Though is that part of how the system was intended to be used? Don't know. Anyway, I think this is an interesting topic and I look forward to seeing what comes of it. [/QUOTE]
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