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How do you plan role playing?
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<blockquote data-quote="Barastrondo" data-source="post: 5071425" data-attributes="member: 3820"><p>It's a mix of non-combat goal-achievement and generic RP, with some mixed either way. Tracking, making Streetwise checks, doing research, making inquiries: these things are the former. They also tend to spill over into the latter. </p><p></p><p>The thing about what you might classify as the trivial RP is that it usually serves a purpose for the players involved. It might not be the purpose of "advance the plot" or "prepare for the next combat," mind. Rather, it frequently serves the purpose of the player feeling comfortable in the game world. Talking with a shopkeeper might make a player feel "hey, this place feels kind of real, I can buy its existence." Without the ability to casually roleplay stuff that isn't critical to the immediate plot, everything outside combat might seem grayish and indistinct. </p><p></p><p>Even if the GM describes a town or neighborhood in exacting detail, if the player doesn't get to wander and do a few characterful interactions with the place, it might as well be an elaborate but utterly two-dimensional matte painting. That's often what you see players hunting for: the experience of depth, the idea that those streets are something they can choose to walk down and that the people in the city are actually people. Otherwise, all they have to run on is narration.</p><p></p><p>If the non-maintenance, combat stuff is the meat of the session, it's kind of like eating only meat. And yeah, some people are happy with a meal that features no starches, salads, vegetables or dessert. Others would maybe like fries with that.</p></blockquote><p></p>
[QUOTE="Barastrondo, post: 5071425, member: 3820"] It's a mix of non-combat goal-achievement and generic RP, with some mixed either way. Tracking, making Streetwise checks, doing research, making inquiries: these things are the former. They also tend to spill over into the latter. The thing about what you might classify as the trivial RP is that it usually serves a purpose for the players involved. It might not be the purpose of "advance the plot" or "prepare for the next combat," mind. Rather, it frequently serves the purpose of the player feeling comfortable in the game world. Talking with a shopkeeper might make a player feel "hey, this place feels kind of real, I can buy its existence." Without the ability to casually roleplay stuff that isn't critical to the immediate plot, everything outside combat might seem grayish and indistinct. Even if the GM describes a town or neighborhood in exacting detail, if the player doesn't get to wander and do a few characterful interactions with the place, it might as well be an elaborate but utterly two-dimensional matte painting. That's often what you see players hunting for: the experience of depth, the idea that those streets are something they can choose to walk down and that the people in the city are actually people. Otherwise, all they have to run on is narration. If the non-maintenance, combat stuff is the meat of the session, it's kind of like eating only meat. And yeah, some people are happy with a meal that features no starches, salads, vegetables or dessert. Others would maybe like fries with that. [/QUOTE]
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