Wil
First Post
I really need to start coding and doing some housework, but I'll answer this one till later...
Actually, it's the DM that forces the character to wear armor to survive - the fact that armor makes one survive most physical threats easier is an extrapolation of the real world, and not a design concern. I doubt seriously anyone would take well to a game where putting on armor universally made you easier to kill. It's a faulty analogy because the mechanics don't actively reward high AC - they simply mimic what we know to be true and expect. That fundamental difference is why providing mechanics for roleplaying can never guarantee roleplaying will take place.
But you neatly sidestep the issue that if it works the way you describe, it is mathematical and no one should ever have to actually roleplay - they just need to roll against their traits and roleplaying magically happens.
And mine is that there are no odds - the changes that would help facilitate roleplay in D&D are minor and have been made countless times. It's not like it takes a genius to figure out how to facilitate roleplaying.
That really would have to be proven, and it really can't be proven. The only thing that you can show is that there are mechanics that reinforce (and in some ways) force behavior that is typically though of as "roleplaying". Whether or not the result is actually roleplaying, ironically enough, has to be judged by the same criteria as someone playing D&D or any other roleplaying game.
You're mistaking a criticism of the idea that having mechanics like that guarantees "roleplaying" will be produced for a dislike of the existence of said mechanics. I have no problem with them in and of themselves, I'm just unconvinced that games that do not codify the experience will be lacking in a quantity of "roleplaying" or that it's any easier in the BW. Different maybe, easier you can't guarantee.
Dave Turner said:This is what game mechanics and rules do. They reward me for actions I take. D&D forces me to improve my character's AC to survive. As a result, my character succeeds when his AC improves. I'm not sure why you think that this dynamic isn't the same for roleplaying mechanics. Burning Wheel rewards me for taking actions that are in keeping with my character's stated personality. Roleplaying is arguably taking actions within a game in keeping with a character's stated personality. We might disagree over the quality of the roleplaying that is present in any particular game, but can't we agree that roleplaying of some type is taking place?
Actually, it's the DM that forces the character to wear armor to survive - the fact that armor makes one survive most physical threats easier is an extrapolation of the real world, and not a design concern. I doubt seriously anyone would take well to a game where putting on armor universally made you easier to kill. It's a faulty analogy because the mechanics don't actively reward high AC - they simply mimic what we know to be true and expect. That fundamental difference is why providing mechanics for roleplaying can never guarantee roleplaying will take place.
I don't wish to defend the position that having rules/mechanics for roleplaying automatically creates roleplaying like some kind of mathematical algorithim or scientific principle. Roleplaying is an inherently fuzzy concept and is more art than science. We can disagree about the precise definition of "roleplaying" but, to paraphrase a famous sentiment about pornography, I think we both generally know it when we see it. The fact that we're having a discussion about roleplaying without significant confusion shows that there is a common core of understanding that we share. We might have differing opinions over what constitutes good or bad roleplaying, but I think that roleplaying has enough neutral features to render it broadly recognizable?
But you neatly sidestep the issue that if it works the way you describe, it is mathematical and no one should ever have to actually roleplay - they just need to roll against their traits and roleplaying magically happens.
I don't really see this as a problem per se. My position in this thread is largely that D&D is not well-suited to promoting roleplay because people have had to struggle "against the odds".![]()
And mine is that there are no odds - the changes that would help facilitate roleplay in D&D are minor and have been made countless times. It's not like it takes a genius to figure out how to facilitate roleplaying.
I think the answer is self-evidently "Yes!".![]()
That really would have to be proven, and it really can't be proven. The only thing that you can show is that there are mechanics that reinforce (and in some ways) force behavior that is typically though of as "roleplaying". Whether or not the result is actually roleplaying, ironically enough, has to be judged by the same criteria as someone playing D&D or any other roleplaying game.
Look, maybe Burning Wheel isn't for you. It's not for some people and there's nothing wrong with that. It takes very strong positions on a number of facets of play. You can rip out the BITs and just use the rest of the system if you like. You are the boss of you.
But after many conversations with Luke, it's possible that he might tell you that if you intended to play Burning Wheel without the BITs, he'd tell you not to buy the books and not to play the game. Luke's free to come by and tell me to shut the hell up and not ruin his sale, of course.![]()
You're mistaking a criticism of the idea that having mechanics like that guarantees "roleplaying" will be produced for a dislike of the existence of said mechanics. I have no problem with them in and of themselves, I'm just unconvinced that games that do not codify the experience will be lacking in a quantity of "roleplaying" or that it's any easier in the BW. Different maybe, easier you can't guarantee.