The Shaman
First Post
I agree that PbP does provide a good environment for roleplaying: the players in Wing and Sword in particular do a great job - it's my favorite game, as player or GM.Ankh-Morpork Guard said:Well, there we are then.![]()
I agree that PbP does provide a good environment for roleplaying: the players in Wing and Sword in particular do a great job - it's my favorite game, as player or GM.Ankh-Morpork Guard said:Well, there we are then.![]()
The Shaman said:Back in the day, when a fighter was a fighter was a fighter, we expressed our creativity by more subtle means.
...
One group with which I played included two fighters in the party: one character (played by a good friend of mine) was a knight (he would’ve played a paladin but he didn’t have the ability scores for it...1e, when balance was a wink-and-a-nod) and the other (mine) was former gladiator escaped from the slave-pits.
...
The fact that these characters were nearly identical in terms of mechanics made absolutely no difference in terms of playing the game: they were as distinct and as different as could be in terms of outlook, tactics, and so on, but they rolled to hit on the same chart, had the same hit dice, and the same abilities aside from those which we presumed by roleplay, such as the knight’s extensive knowledge of the nobility and the gladiator’s intimate knowledge of taverns and brothels
Sure.Patryn of Elvenshae said:Couldn't you have done the same thing just as well if the mechanics did support it?
The Shaman said:Back in the day, when a fighter was a fighter was a fighter, we expressed our creativity by more subtle means.
One group with which I played included two fighters in the party: one character (played by a good friend of mine) was a knight (he would’ve played a paladin but he didn’t have the ability scores for it...1e, when balance was a wink-and-a-nod) and the other (mine) was former gladiator escaped from the slave-pits. As luck would have it, we both concentrated on melee over ranged combat and both characters had 16 Str. However, no one ever had a hard time telling one character from the other: the knight was courtly and chivalrous, preferring single-combat (often calling out the leader of the bad guys) – the gladiator fought using every dirty trick I could think of, from ambush to bull-rush. The knight fought in plate armor and large shield, a sword or a lance in his hands – the gladiator wore studded leather and carried a small shield and short sword, relying on quickness and mobility. The knight would give quarter, did charitable works, was beloved by the NPCs – the gladiator drank and whored himself into the gutter every time we were in town and was usually considered a menace to society.
The fact that these characters were nearly identical in terms of mechanics made absolutely no difference in terms of playing the game: they were as distinct and as different as could be in terms of outlook, tactics, and so on, but they rolled to hit on the same chart, had the same hit dice, and the same abilities aside from those which we presumed by roleplay, such as the knight’s extensive knowledge of the nobility and the gladiator’s intimate knowledge of taverns and brothels – we didn’t need ranks in Knowledge (nobility) or Knowledge (streetwise) to make this distinction. It was simply the outcome of our imaginations brought to life in the course of the game, and sadly, my recent experience tells me that this is less common than it once was among D&D players.
However, the last couple of times I’ve played D&D, the experience wasn’t a positive one, and it was brought home to me again the other night when we brought a new player into our Mutants and Masterminds game, a friend of one of the regular players. I spoke with the new guy (hereafter “the FNG”) a few days earlier: yes, he’d played M&M before and could pre-gen a character before Friday, which was great for me as it meant less time sitting around and more time gaming – I painstakingly explained the setting to him, described a couple of the characters’ powers as examples and so forth, and gave him my little spiel about the importance of role-play to our group. The FNG showed up with a standard brick, a character that had no relationship at all to the setting and that specifically ignored my prohibition against Super-Strength. When I explained to him why the character wouldn’t work, he complained that he generated it “by the rules” and that therefore it was “legal” to play.
In talking with the player later that night, after our abbreviated game session broke up for the evening, the FNG spoke about his D&D group, and the characters he likes to build: this base class from this book, that feat chain from that book, those PrCs from those books. I explained that when I ran a 3.0 game, I’d allowed nearly every PrC printed, but that if I ran a 3e game again in the future I would limit the number of PrCs and encourage multi-classing instead. The FNG complained again that that would be too limiting in terms of his character “concepts” – I countered with a class combo that could meet most of the requirements of his concepts, but when I pressed him for details each time he came back to some mechanical ability as key to the “concept” without which the character would be “boring.”
I’d love to say that this was a unique occurrence, but it seems that every D&D group I’ve played with since 3e was released has included one or two or even three examples of the FNG’s style of play. None of them have been kids, none of them have been noobs – all of them see the mechanics as dictating the character concept. When I picked up 3.0, I was generally happy with the changes, including the addition of prestige classes – as time has gone on, as splatbooks brimming with “options” appeared, most of which seemed to exist primarily to nerf the restrictions imposed by the previous splatbooks or the core rules (“this ability does not provoke an attack of opportunity”; “this ability is not affected by energy resistance”; et cetera), I’ve seen how for many players have substituted mechanics for imagination.
Apparently I’m not the only gamer to notice this phenomenon...
The FNG and other players with a similar mindset see the mechanics underpinning their concepts as part of their self-expression, and while I may not agree with it, I do understand it...
IMX too often characters stopped being characters and started being collections of stats – the concept was the mechanics.
To go a bit further with it, when the mechanics support it, it makes the game more accessable to newbies.Patryn of Elvenshae said:Liberally snipped.
I'm glad you had fun and that you could distinguish your characters from one another via roleplay when the mechanics didn't necessarily support it.
It sort of begs the question, however ...
Couldn't you have done the same thing just as well if the mechanics did support it?
Isn't this really a testament to your abilities as a roleplayer?
I actually think there should be a rule that a PC may only gain levels in ONE prestige class. How "prestigious" is it when a PC has three different prestige classes?
As I mentioned, I use M&M for my pulp heroes and my Victorian explorers games, both at PL6 - it would be possible to use M&M for a fantasy game IMHO. The only thing holding me back is the time it would take to stat the monsters - on the other hand, it is ideal for making individual monsters without resorting to templates.Dannyalcatraz said:I haven't tried it myself, but I know of a great number of gamers who have tried Green Ronin's point-based D20 system Mutants & Masterminds to run fantasy games. They find the flexibility liberating.
Celebrim said:Let me give you an example. In a dungeon I designed I had a room in which I had described the floor as thickly covered with straw. In the room was a flagstone which covered a trapdoor in the floor of the room. Now, I had allowed the trapdoor to be discovered with a DC 30 search check, but I wrote in my notes that if the players moved aside the straw in order to uncover the floor they would recieve a +5 circumstance bonus. Not one of the players conducting a search of the room thought to interact with the straw in anyway even though I'd specifically placed a broom in the room as a clue, even though they were convinced something was hidden in the room. Each player simply looked bewildered as they asked for more and more search checks and recieved the same answer that they'd found nothing, without ever really attempting to interact with any of the furnishings in the room. Essentially, beyond taking 20, they couldn't think of anything more they could do to 'find something' and so gave up and quit, and I'm absolutely positive that as I relate this story there are readers out there who think I'm a bad DM because I put a puzzle in the room (a very simple one indeed I might add) that could only be solved by player knowledge and didn't label the puzzle a puzzle so that the players might know this, and I'm sure that there are those out there that think that player action should never alter the result of a search check because I'm 'nerfing the skill' or something.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.