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<blockquote data-quote="Gez" data-source="post: 491723" data-attributes="member: 1328"><p>Well. For Knowledge skills, for example, it would be a bit strange if my knowledge was equal to my character's one.</p><p></p><p>They would know nearly naught about their world, but have several insights about computer programming, as well as be able to drive a car but unable to ride a horse.</p><p></p><p>Same for social skills.</p><p></p><p>Our characters are not ourselves. </p><p></p><p>Let say a geeky fellow, the kind of people who's so shy he hides behind Internet to speak with others, wants to play a social character. If he has to roleplay it, he'll be probably ridicule and will end up not playing that kind of characters anymore, instead focusing on gruff, taciturne, uncharismatic PCs. If, on the other hand, he get to roll the result of his roleplay, he'll be rewarded frequently and may even end up more confident.</p><p></p><p>That's probably an example a bit extreme, and that suppose DMs use a middle-ground between pure roll-play (as in "I go to the town to get info, I rolled 27 on Gather Informations") and pure role-play (as in, taking 3 quarters of hour real-time asking clumsy questions in character).</p><p></p><p>Since we roll-play most physical interactions with the world (walking, swimming, fighting, riding, driving, crafting, etc.) but role-play most social interactions, RPGs allows social gamers to play physical characters yet get the best of both world, whereas shy gamers with weak characters will get the worst. Not necessarily fun.</p><p></p><p></p><p></p><p>By pushing this logic to its extreme, we could say also:</p><p></p><p>"I don't want the character to do the brawling for me" or "I don't want the character to do the spellcasting for me". Caricature ? Yes, I recognize it.</p><p></p><p>I bet you like Live-Action RPGs. Me, I prefer table-tops that allows me to play things radically different from me. I seek fun and a good story above immersion, I think.</p></blockquote><p></p>
[QUOTE="Gez, post: 491723, member: 1328"] Well. For Knowledge skills, for example, it would be a bit strange if my knowledge was equal to my character's one. They would know nearly naught about their world, but have several insights about computer programming, as well as be able to drive a car but unable to ride a horse. Same for social skills. Our characters are not ourselves. Let say a geeky fellow, the kind of people who's so shy he hides behind Internet to speak with others, wants to play a social character. If he has to roleplay it, he'll be probably ridicule and will end up not playing that kind of characters anymore, instead focusing on gruff, taciturne, uncharismatic PCs. If, on the other hand, he get to roll the result of his roleplay, he'll be rewarded frequently and may even end up more confident. That's probably an example a bit extreme, and that suppose DMs use a middle-ground between pure roll-play (as in "I go to the town to get info, I rolled 27 on Gather Informations") and pure role-play (as in, taking 3 quarters of hour real-time asking clumsy questions in character). Since we roll-play most physical interactions with the world (walking, swimming, fighting, riding, driving, crafting, etc.) but role-play most social interactions, RPGs allows social gamers to play physical characters yet get the best of both world, whereas shy gamers with weak characters will get the worst. Not necessarily fun. By pushing this logic to its extreme, we could say also: "I don't want the character to do the brawling for me" or "I don't want the character to do the spellcasting for me". Caricature ? Yes, I recognize it. I bet you like Live-Action RPGs. Me, I prefer table-tops that allows me to play things radically different from me. I seek fun and a good story above immersion, I think. [/QUOTE]
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