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<blockquote data-quote="BlindOgre" data-source="post: 4190436" data-attributes="member: 65364"><p>In a private game, it would not. Where such things become significant is in public games, particularly in tournament play where the design of the adventure has not adequately accounted for the variations produced by creative role-play... I speak from experience specific to this very point.</p><p></p><p>I was the RPGA judge at GenCon South in Jacksonville, FL in 1984. The adventure was the The Lost Island of Castanamir the Mad (later published as module C3 - The Lost Island of Castanamir). This particular adventure involved almost NO combat. It was all about problem solving and role-playing, with points awarded for particularly clever play and (most importantly) role-playing. This adventure was designed specifically as a fishing expedition to develop consistent and specific rules (or at least guidelines) for rewarding role-play in a fashion that was equitable along side rewards for slaying monsters and gathering treasure. What came out of it was "encounter experience" (long used by many DMs anyway), with guidelines for the calculation and awarding thereof. </p><p></p><p>In addition, tournament guidelines for "coloring outside the lines" were developed to reward, rather than penalize role-playing even when such took the adventure off the beaten path.</p><p></p><p>What is most important is that the new rules do not impose upon sanctioned play a mechanism that does not adequately support or reward role-play in favor of rewarding miniatures strategy.</p><p></p><p>For private games, role-playing is of course entirely up to the DM and players, and the system used to settle arguments can be as simple as rock-paper-scissors. My main concern is how the official rules affect role-playing aspects when taken quite "by the book".</p></blockquote><p></p>
[QUOTE="BlindOgre, post: 4190436, member: 65364"] In a private game, it would not. Where such things become significant is in public games, particularly in tournament play where the design of the adventure has not adequately accounted for the variations produced by creative role-play... I speak from experience specific to this very point. I was the RPGA judge at GenCon South in Jacksonville, FL in 1984. The adventure was the The Lost Island of Castanamir the Mad (later published as module C3 - The Lost Island of Castanamir). This particular adventure involved almost NO combat. It was all about problem solving and role-playing, with points awarded for particularly clever play and (most importantly) role-playing. This adventure was designed specifically as a fishing expedition to develop consistent and specific rules (or at least guidelines) for rewarding role-play in a fashion that was equitable along side rewards for slaying monsters and gathering treasure. What came out of it was "encounter experience" (long used by many DMs anyway), with guidelines for the calculation and awarding thereof. In addition, tournament guidelines for "coloring outside the lines" were developed to reward, rather than penalize role-playing even when such took the adventure off the beaten path. What is most important is that the new rules do not impose upon sanctioned play a mechanism that does not adequately support or reward role-play in favor of rewarding miniatures strategy. For private games, role-playing is of course entirely up to the DM and players, and the system used to settle arguments can be as simple as rock-paper-scissors. My main concern is how the official rules affect role-playing aspects when taken quite "by the book". [/QUOTE]
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