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<blockquote data-quote="Dannyalcatraz" data-source="post: 4457484" data-attributes="member: 19675"><p>There is truth there.</p><p></p><p>Unlike some other posters I've seen around here, I don't believe that any RPG prevents or hinders roleplay.</p><p></p><p>I do believe, however, certain RPGs promote certain roleplay styles over other styles. Some games are designed to promote a very strong hack 'n slash mentality, others are very much about the social interactions between PCs and NPCs.</p><p></p><p>Likewise, some DMs and game groups do the same.</p><p></p><p>When a player's style- be it of the moment or by general preference- doesn't mesh with the presuppositions (inherent or group imposed) of the game in question, you can get some very jarring situations.</p><p></p><p>A group of which I was a late joiner had one player whose "combat monster" spent a LOT of time negotiating and interacting with NPCs...much to the chagrin of his fellow gamers. Despite his PCs mechanics, he spent more of his PC's "face time" talking rather than acting.</p><p></p><p>Had the game been more about courtly intrigue than dungeon delving, this might not have been a problem.</p><p></p><p>On the flipside, I ran a Supers game set in 1900. A couple of weeks in, one guy (whom I didn't know) wanted to join and made a Werewolf PC.</p><p></p><p>No problem, I thought...Werewolves fit the setting quite well.</p><p></p><p>However, his Werewolf was more like the modern hyperfast killing machines than the ones typical of literature set in similar periods (think Wolverine with a permanent Cocaine/PCP high). It just didn't fit with the setting.</p><p></p><p>Before I could actually address the problem, it resolved itself when I made a ruling in combat that he didn't particularly agree with. He felt it was arbitrary- it wasn't (the power was listed on the foe's sheet)- but I DID do a poor job of explaining the situation to him at the time. He left in a huff, and I never saw the guy again.</p></blockquote><p></p>
[QUOTE="Dannyalcatraz, post: 4457484, member: 19675"] There is truth there. Unlike some other posters I've seen around here, I don't believe that any RPG prevents or hinders roleplay. I do believe, however, certain RPGs promote certain roleplay styles over other styles. Some games are designed to promote a very strong hack 'n slash mentality, others are very much about the social interactions between PCs and NPCs. Likewise, some DMs and game groups do the same. When a player's style- be it of the moment or by general preference- doesn't mesh with the presuppositions (inherent or group imposed) of the game in question, you can get some very jarring situations. A group of which I was a late joiner had one player whose "combat monster" spent a LOT of time negotiating and interacting with NPCs...much to the chagrin of his fellow gamers. Despite his PCs mechanics, he spent more of his PC's "face time" talking rather than acting. Had the game been more about courtly intrigue than dungeon delving, this might not have been a problem. On the flipside, I ran a Supers game set in 1900. A couple of weeks in, one guy (whom I didn't know) wanted to join and made a Werewolf PC. No problem, I thought...Werewolves fit the setting quite well. However, his Werewolf was more like the modern hyperfast killing machines than the ones typical of literature set in similar periods (think Wolverine with a permanent Cocaine/PCP high). It just didn't fit with the setting. Before I could actually address the problem, it resolved itself when I made a ruling in combat that he didn't particularly agree with. He felt it was arbitrary- it wasn't (the power was listed on the foe's sheet)- but I DID do a poor job of explaining the situation to him at the time. He left in a huff, and I never saw the guy again. [/QUOTE]
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