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General Tabletop Discussion
*TTRPGs General
Game Systems that Allow Skill Resolution with No Roleplaying
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<blockquote data-quote="delericho" data-source="post: 6551497" data-attributes="member: 22424"><p>Perhaps not the best example. In a case like that, I'd expect the players to ask what they know about that monster, at which point I'd tell them which skill to roll - I wouldn't expect them to start rolling the skill first. But that's maybe a nitpick.</p><p></p><p></p><p></p><p>For me, it depends on the importance of the roll. For a fairly unimportant 'throwaway' moment, I'm happy with the players just rolling and then I'll tell them the result. For something more involved, I would prefer them to add a bit more description themselves.</p><p></p><p>For me, though, I think the ideal is if the game is filled with what the Alexandrian refers to as <a href="http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer" target="_blank">"associated mechanics"</a> - games where it's easy for the player to roleplay because the mechanics of what he's doing matches the fiction of what he's doing. An example would be a 'sunder' attack - simply by telling me that that's what he's doing, the player has already added some (a little) roleplay information.</p><p></p><p>(Another, possibly better, example might be something like the "Firefly" RPG's ability to spend plot points to create Assets and thus roll extra dice - by spending the plot point, and telling the table what the plot point is being spent on, the player is automatically adding to the in-game fiction.)</p></blockquote><p></p>
[QUOTE="delericho, post: 6551497, member: 22424"] Perhaps not the best example. In a case like that, I'd expect the players to ask what they know about that monster, at which point I'd tell them which skill to roll - I wouldn't expect them to start rolling the skill first. But that's maybe a nitpick. For me, it depends on the importance of the roll. For a fairly unimportant 'throwaway' moment, I'm happy with the players just rolling and then I'll tell them the result. For something more involved, I would prefer them to add a bit more description themselves. For me, though, I think the ideal is if the game is filled with what the Alexandrian refers to as [URL="http://thealexandrian.net/wordpress/17231/roleplaying-games/dissociated-mechanics-a-brief-primer"]"associated mechanics"[/URL] - games where it's easy for the player to roleplay because the mechanics of what he's doing matches the fiction of what he's doing. An example would be a 'sunder' attack - simply by telling me that that's what he's doing, the player has already added some (a little) roleplay information. (Another, possibly better, example might be something like the "Firefly" RPG's ability to spend plot points to create Assets and thus roll extra dice - by spending the plot point, and telling the table what the plot point is being spent on, the player is automatically adding to the in-game fiction.) [/QUOTE]
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