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Did Anyone Else Try Out "A Song of Ice and Fire?"
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<blockquote data-quote="SweeneyTodd" data-source="post: 4329021" data-attributes="member: 9391"><p>I think a lot of it comes down to whether you want a RPG to just "fill in the blanks for you" between roleplaying scenes, or if you want the game to come into play during roleplaying scenes. </p><p></p><p>It's not like excluding mechanics *guarantees* good roleplaying, right? It's certainly possible to have boring scenes that go "I do X", "No, that fails" without dice rolls as it is with them. <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p>I think the richness of description and, well "roleplaying" during a scene, and how much mechanics are involved in the scene, are two different axes. I don't think they're mutually exclusive.</p><p></p><p>In a lot of games with social mechanics, the rules have different effects for when someone's trying to bolster their own argument vs. tearing down their opponent's argument. In other words, there's different maneuvers you can make. Since these represent actually things you might say, you could always do the roleplaying first and then use the mechanics after, choosing maneuvers based on the stuff you were saying in your dialog. Think of it as something else you can use in addition to GM fiat, maybe?</p></blockquote><p></p>
[QUOTE="SweeneyTodd, post: 4329021, member: 9391"] I think a lot of it comes down to whether you want a RPG to just "fill in the blanks for you" between roleplaying scenes, or if you want the game to come into play during roleplaying scenes. It's not like excluding mechanics *guarantees* good roleplaying, right? It's certainly possible to have boring scenes that go "I do X", "No, that fails" without dice rolls as it is with them. :) I think the richness of description and, well "roleplaying" during a scene, and how much mechanics are involved in the scene, are two different axes. I don't think they're mutually exclusive. In a lot of games with social mechanics, the rules have different effects for when someone's trying to bolster their own argument vs. tearing down their opponent's argument. In other words, there's different maneuvers you can make. Since these represent actually things you might say, you could always do the roleplaying first and then use the mechanics after, choosing maneuvers based on the stuff you were saying in your dialog. Think of it as something else you can use in addition to GM fiat, maybe? [/QUOTE]
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