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[+] How can 5e best handle role playing outside of combat?
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<blockquote data-quote="Bacon Bits" data-source="post: 8447626" data-attributes="member: 6777737"><p>Many systems have mechanics that give the players as much ability to affect the outcome of a social situation as a <em>fireball</em> does to affect the outcome of a combat encounter. This is wholly in addition to, along side of, or outside of the player's ability to roleplay by having their character act as though they were a different person than they are or to suspend disbelief about an imaginary world or act out as an actor or voice actor a given character.</p><p></p><p>Indeed, many systems don't call them "encounters" at all. They call them "scenes" like you do in a movie, because every scene -- combat or otherwise -- is intended to move the story forward.</p><p></p><p>Many games have actual mechanics described and detailed in the book that give the players scene level control or even <em>overall narrative control. </em>Some systems are wholly collaborative storytelling and the game master doesn't prepare a storyline at all. It's up to the players to determine, drive, or alter the story, and they can do so <em>directly from their character sheet</em> as easily as in D&D a Rogue can pick a lock, a Wizard can cast a spell, or a Fighter can dispatch a goblin.</p><p></p><p>These are not <em>generic resolution systems</em> like 5e D&D's skills. They're deep mechanics with more narrow focus and more potent control. One recent example I can think of is from a Blades in the Dark video from Zee Bashew. In it, a PC playing a thief has to get past a guard. The player expends a resource, and says that the NPC recognized the PC as a former cellmate from a prison, and the NPC agrees to let the PC pass freely. The PC has now changed an NPC's backstory and contributed to the world and narrative.</p></blockquote><p></p>
[QUOTE="Bacon Bits, post: 8447626, member: 6777737"] Many systems have mechanics that give the players as much ability to affect the outcome of a social situation as a [I]fireball[/I] does to affect the outcome of a combat encounter. This is wholly in addition to, along side of, or outside of the player's ability to roleplay by having their character act as though they were a different person than they are or to suspend disbelief about an imaginary world or act out as an actor or voice actor a given character. Indeed, many systems don't call them "encounters" at all. They call them "scenes" like you do in a movie, because every scene -- combat or otherwise -- is intended to move the story forward. Many games have actual mechanics described and detailed in the book that give the players scene level control or even [I]overall narrative control. [/I]Some systems are wholly collaborative storytelling and the game master doesn't prepare a storyline at all. It's up to the players to determine, drive, or alter the story, and they can do so [I]directly from their character sheet[/I] as easily as in D&D a Rogue can pick a lock, a Wizard can cast a spell, or a Fighter can dispatch a goblin. These are not [I]generic resolution systems[/I] like 5e D&D's skills. They're deep mechanics with more narrow focus and more potent control. One recent example I can think of is from a Blades in the Dark video from Zee Bashew. In it, a PC playing a thief has to get past a guard. The player expends a resource, and says that the NPC recognized the PC as a former cellmate from a prison, and the NPC agrees to let the PC pass freely. The PC has now changed an NPC's backstory and contributed to the world and narrative. [/QUOTE]
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[+] How can 5e best handle role playing outside of combat?
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