You gave 1E a 9 and 2E a 2?! This doesn't make any sense, they are practically the same game mechanically, barring some minor tweaks (which includes things like better initiative rules), I just dont see how lack of half orc and assassin makes an almost identical game lose 7 points?
To be completely fair, when we play AD&D it is usually a 1E/2E hybrid, using mostly the rules from 2E with anything 1E thrown in as desired (such as 1E rangers, paladins, and assassins).
You are correct. Blame it on my tired brain, lack of reading comprehension, or fear of counting on two hands. Several of these editions would have been solid eights if I was paying closer attention to the question. My bad, not the first, nor the last.
OK, this is better - explain what you mean by "roleplaying aspects" and you might have a solid point.
Well, unless you have access to a super-science universe-creation machine, PCs are a "bundle" of descriptive elements that amount to "mechanical tricks" in the sense that the mechanics are the device we use to communicate about the game world. The PC, as such, does not really exist - only the players (including any GM) do.I think there are ways for all of these sectioned-off elements of the game to be more integrated with one another by virtue of engendering the player's mechanical choices, initially, based on background and character concept during creation and then on actual progression of the character, on-screen and off, over the course of the game. The character is built based on the concept and experiences more flexibly rather than in pre-packaged chunks of numbers with names already attached. I feel this sort of organic creation better facilitates roleplaying rather than thinking of a PC as a bundle of mechanical tricks.
Well, unless you have access to a super-science universe-creation machine, PCs are a "bundle" of descriptive elements that amount to "mechanical tricks" in the sense that the mechanics are the device we use to communicate about the game world. The PC, as such, does not really exist - only the players (including any GM) do.
Building characters based around a (shared) fictional progression of events might get the players into a headspace conducive to exploratory play, but that is only one possible approach to roleplaying; to assume that it is somehow "naturally" superior or that other foci are simply adjuncts to it is purely an aesthetic choice, and is not necessarily shared, let alone universal.
In short, I think thou dost assume too much... The atmosphere and illusion promoted by the methods you propose are prefectly fine methods to get what you want - but that isn't what everybody wants and it isn't, exclusively, "roleplaying".
I think system is much closer to the language the participants in the conversation use to convey thoughts and ideas clearly and precisely than it is similar to the medium over which the sound of their voices is transmitted, really. I think that analogy is illuminating as to why some systems are good at specific topics and modes of discussion, as well as throwing some light on why I strongly dislike systems where one participant is tasked with making up new words as it suits them...Thank of it this way, the caller and receiver exist in a phone call but the content that the caller puts into the call is the most important thing, regarding the actual phone call, and the phone and infrastructure are there to support delivery of that content, regardless of the caller or receiver.
Surely it would be the players, not the characters, who were roleplayingAssuming a character in the setting is roleplaying, I think we agree.
Again, what are you suggesting "roleplaying" should be? I would describe it as simply looking at a situation from the perspective of some entity (which might be singular or even plural, depending on the style and context of the situation being subject to the roleplay) and making decisions from the basis of that perspective.My problem is accepting the term "roleplaying game" on the cover of a game that focuses primarily on combat, encourages players to focus on combat through the preponderance of rules geared toward combat, and gives little to no focus on the actual roleplaying, even in combat.
I have no idea what Necromunda is all about, sorry - is it some sort of skirmish game (from what you say here)?The table where the miniatures, the characters if you will, was a Necromunda game where the players didn't have miniatures with the exact weapons they had chosen so they gave the individuals names that could be easily recognized by looking at the miniature: one had an eye-patch and was called by some pirate name, another was very muscular and was called Big Dan or some such, etc.
All that tells me is that they had low character investment (probably using pre-gens in a "living" game - there's irony! - if I'm guessing) and were using director stance. I strongly suspect that roleplaying was going on at both tables, in fact.The players on the other table hadn't even bothered naming the individuals and most referred to them in the Third Person, "The Dwarf does (this)" though one went so far as to say, "My fighter does (this)" or "My fighter charges toward the (that)," so at least there was a sense of ownership. When I asked one of the players later if they liked that type of game he said, "Yeah, I love roleplaying games." I didn't have the heart to tell him that what he was actually doing wasn't really playing a roleplaying game. It might say that on the rulebook but what was happening at the table wasn't a roleplaying game or at least was less so than the Necromunda game taking place at the next table where the players' combatants (PCs?) at least had names.
What "roleplaying aspects" are you talking about, here? I mean there's the immersive stuff and the deep character exploration/authoring stuff, but frankly those are pretty niche fringes of roleplaying even as I cover it. They are fun and engaging, and all, but they are so tricky and demanding to get right that I can only really take them as an occasional indulgence. They are like truffles or foie gras - lovely, but you really wouldn't want too much of them. Sometimes I'll even take a light salad just for something different!So, yes, I do believe that there are some less roleplay-ey ways to approach a roleplaying game. I won't say superior, because I love games like I just described, I just don't call them roleplaying games and wouldn't likely use a roleplaying game ruleset to run such a game because I feel there are other rules that actually handle that type of game better. Nevertheless, a roleplaying game ruleset should probably encourage the roleplaying aspect all throughout the rules, from character creation through gameplay, whether its in combat or exploring or emulating other social interaction in less combative environments. Integrating all of the aspects of the game so that the focus is on character, not how what a character might do 'mechanically interfaces with the game space' would go a long wa toward helping such a ruleset earn the name roleplaying game on its cover.
I think that depends on how narrowly you define your term "roleplaying". I see folks playing FPS computer games roelplaying. I see wargamers roleplaying. If they put themselves in the position of looking at the (imaginary) world from the perspective of the character or team that they are playing and make decisions based on that perspective, then as far as I'm concerned they are roleplaying.I'm not sure what everyone wants is roleplaying despite the terminology they use.

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