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General Tabletop Discussion
*TTRPGs General
Game Mecahnics Versus Role Playing Focus
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<blockquote data-quote="Irda Ranger" data-source="post: 4679863" data-attributes="member: 1003"><p>Me neither. Intellectually I understand that some people like it, but I don't "get it." I don't get a fix from tweaking a rule-set. Too meta.</p><p></p><p>But it's not your age or anything, just your play style. Older versions of D&D were useless for gear heads. There was nothing to tweak, so they didn't bother to play and found a hobby that suited them better, like tweaking car engines or building model airplanes. Now that D&D permits them to find some enjoyment in the game they stick around, but that doesn't mean they're playing the game for the same reasons you are. </p><p></p><p>I think your player did the right thing by dropping out - it's not that you wouldn't have allowed Martial Power eventually, but rather that your game style simply would never have matched his.</p><p></p><p>By the way, if you want to encourage roleplaying in this new-fangled edition I've found that the amount of RP you get is directly proportional to the amount of choice allowed to PCs in adventure and campaign direction. After all, the rules are "how" you do things; the roleplaying is "why" you do things. If you don't allow players to say "No" to a quest or goal, then you're really not allowing them to roleplay. If you don't allow them to say "Let's go West and save those elves" (and improvise a quest out of that) then you're not allowing them to roleplay. If you say "But guys, I have this recent copy of Dungeon magazine so that's what we're gonna play" you're not allowing them to roleplay. Etc.</p><p></p><p>Pro-tip for encouraging roleplaying: Grant Quest XP bonuses to players that match up their PC's motivations with a quest. A Cleric of Erathis might place emphasis on some civilization building aspect of the quest, and he only gets his XP award if he accomplishes that goal. This way each player has a clear (and unique) agenda.</p></blockquote><p></p>
[QUOTE="Irda Ranger, post: 4679863, member: 1003"] Me neither. Intellectually I understand that some people like it, but I don't "get it." I don't get a fix from tweaking a rule-set. Too meta. But it's not your age or anything, just your play style. Older versions of D&D were useless for gear heads. There was nothing to tweak, so they didn't bother to play and found a hobby that suited them better, like tweaking car engines or building model airplanes. Now that D&D permits them to find some enjoyment in the game they stick around, but that doesn't mean they're playing the game for the same reasons you are. I think your player did the right thing by dropping out - it's not that you wouldn't have allowed Martial Power eventually, but rather that your game style simply would never have matched his. By the way, if you want to encourage roleplaying in this new-fangled edition I've found that the amount of RP you get is directly proportional to the amount of choice allowed to PCs in adventure and campaign direction. After all, the rules are "how" you do things; the roleplaying is "why" you do things. If you don't allow players to say "No" to a quest or goal, then you're really not allowing them to roleplay. If you don't allow them to say "Let's go West and save those elves" (and improvise a quest out of that) then you're not allowing them to roleplay. If you say "But guys, I have this recent copy of Dungeon magazine so that's what we're gonna play" you're not allowing them to roleplay. Etc. Pro-tip for encouraging roleplaying: Grant Quest XP bonuses to players that match up their PC's motivations with a quest. A Cleric of Erathis might place emphasis on some civilization building aspect of the quest, and he only gets his XP award if he accomplishes that goal. This way each player has a clear (and unique) agenda. [/QUOTE]
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