arnwyn said:For example, in my group I've made it clear that my game is roleplaying oriented
So is mine. When a player wants his character to hit an orc with his sword, he rolls a die to hit. If the roll succeeds, he rolls a die for damage.
This is roleplaying. It's taking on the role of someone else, _while using the dice to adjudicate the success or failure of your actions._ The actions just happen to be in the situation of combat. Using the exact same logic, using the dice to adjudicate the success or failure of your actions _out of combat_, is similarly roleplaying.
Without the dice, and without a rules framework within which to interpret the outcome of your die rolls, you are playing a LARP. The fact that LARP is roleplaying doesn't mean that non-LARP is not roleplaying, at least not according to most usage of the word "roleplaying" that I've seen. Therefore, just because you prefer to do without dice doesn't mean your campaign is "roleplaying oriented", any more than the fact you're playing a fantasy campaign rather than SF or horror means it's "roleplaying oriented".
Now the question is, how much _player interaction_ do you want in your game to accompany those die rolls, and clearly some people prefer more personal interaction than others. However, let's stop with the canard that a campaign is "roleplaying oriented" just because you prefer character interaction to involve a significant degree of player interaction as well. It's nonsense, it does a disservice to a large percentage of the gaming community, and it reflects a skewed point of view as to what "roleplaying" is about. Or I will be forced to resort to big words.
so if you take social skills, you better be a reasonably competent speaker and be able to at least make an effort. If this isn't the case, my game probably isn't for you.
Fair enough, although it does limit the range of options for possible characters, if you're not in fact a reasonable speaker. Since one of the fundamental reasons for playing RPGs in the first place is to pretend to be someone else, this seems a strange impost. After all, nobody ever seems to mind that an overweight, unfit geek can pretend to be the most competent warrior in the land, but they do seem to mind that a shy, tongue-tied geek can pretend to be the most persuasive diplomat.
Alternately, if the players think that they can roll all their social skills to affect NPCs, then clearly the NPCs should be able to roll to affect the PCs (why should the PCs get to simply roll because they're incompetent speakers, but the DM has to roleplay his ass off and any NPC social skills are completely wasted? I don't think so).
That's ridiculous. The DM doesn't have to roleplay his/her ass off any more than the players have to do the same, even if they want their character interaction to be predominantly determined by the dice. The DM is perfectly free to say "you are struck by the baron's strong personality and presence", or "the used potion salesman is a weaselly sort of guy with a grating voice". You then trust the player to have his character react accordingly, just as the player trusts the DM to have NPCs react accordingly.
Recall that a great success on a Diplomacy roll doesn't mean that the NPC is mind controlled. It just means the NPC is now favourably predisposed to the PC, whereas they might not have been before. Similarly, just because an NPC is described as really slick doesn't mean a PC has to act in a prescribed manner. It does mean that the player should take it into account when describing his PC's reactions. If the player doesn't do that, then that's just poor roleplaying no matter how you define it.
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