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General Tabletop Discussion
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Do RPGs' Wargaming Aspects Overshadow RPing?
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<blockquote data-quote="WizarDru" data-source="post: 4408830" data-attributes="member: 151"><p>But that's usually BY DESIGN. For a very long time, social interaction and role-playing were assumed to be outside the scope of the rules. You didn't make a roll to see if you convince the inn-keeper to share some information with you, you just played the dialogue out. There were no rules because it wasn't perceived as really being necessary. Even when such systems were added, it still wasn't (and arguably <em>still isn't</em>) the core focus of the game, especially depending on the DM and group's style.</p><p></p><p>D&D lacked such RPing systems for the same reason that it lacked a fully developed economic model simulation: the greater majority of players didn't feel it was necessary. I don't perceive a lack of equality between the combat rules and the non-combat rules to be a weakness. To the contrary, I view it as a logical design choice. While some fringe games like 'My Life With Master' may take another approach, generally most rp-ers want someone to have done the hard math <em>for them</em>. A Charisma check with modifiers was the default skill roll for over a decade with my group. It was clumsy and inelegant, but satisfactory for the time.</p><p></p><p>Simply put, if you remove the combat simulation part of D&D and similar such games...well, you get a system that most people probably feel the could improvise themselves, I'd bet. Most indie RPGs are like that, to me. A great idea, but really nothing I couldn't have thought up on a couple of sheets of paper.</p></blockquote><p></p>
[QUOTE="WizarDru, post: 4408830, member: 151"] But that's usually BY DESIGN. For a very long time, social interaction and role-playing were assumed to be outside the scope of the rules. You didn't make a roll to see if you convince the inn-keeper to share some information with you, you just played the dialogue out. There were no rules because it wasn't perceived as really being necessary. Even when such systems were added, it still wasn't (and arguably [i]still isn't[/i]) the core focus of the game, especially depending on the DM and group's style. D&D lacked such RPing systems for the same reason that it lacked a fully developed economic model simulation: the greater majority of players didn't feel it was necessary. I don't perceive a lack of equality between the combat rules and the non-combat rules to be a weakness. To the contrary, I view it as a logical design choice. While some fringe games like 'My Life With Master' may take another approach, generally most rp-ers want someone to have done the hard math [i]for them[/i]. A Charisma check with modifiers was the default skill roll for over a decade with my group. It was clumsy and inelegant, but satisfactory for the time. Simply put, if you remove the combat simulation part of D&D and similar such games...well, you get a system that most people probably feel the could improvise themselves, I'd bet. Most indie RPGs are like that, to me. A great idea, but really nothing I couldn't have thought up on a couple of sheets of paper. [/QUOTE]
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