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<blockquote data-quote="pawsplay" data-source="post: 4789015" data-attributes="member: 15538"><p>To me, being good at D&D means fluency. You don't have to be good at any particular aspect such as tactical mastery, acting, improvising social cohesion, or sharing knowledge, but you must be somewhat good at some of them. A good roleplayer has a useful response to a challenge requiring resolution. A good GM is good at posing challenges that inspire good roleplaying.</p><p></p><p>The party unexpectedly encounters the evil Duke's guard. A PC might:</p><p>- Attack the guard, taking advantage of surprise, flanking, and prepared abilities.</p><p>- Try to bluff or trick the guard.</p><p>- Surrender, trying to gain some assurances of safety.</p><p>- Shriek in terror and act like a loon.</p><p>- Run.</p><p></p><p>Any of those are fluent responses. Contrast with:</p><p>- Declaring they are rolling for initiative, and blundering into combat.</p><p>- Declaring the guard is evil and they are not cooperating.</p><p>- Attacking clearly superior opponents, or surrendering to enemies who have an obvious goal of killing them.</p><p>- Derailing the encounter with out-of-character chatter or random actions.</p><p>- Looking around for someone else to make a decision.</p><p></p><p>Those resposes lack fluency; the player does not know how to deal with a roleplaying game. Anything from a comedic response to a resounding victory to an interesting interaction can be a good outcome, whereas absurdity that lacks wit, incompetence, or stilted, unproductive interactions is generally a bad outcome.</p></blockquote><p></p>
[QUOTE="pawsplay, post: 4789015, member: 15538"] To me, being good at D&D means fluency. You don't have to be good at any particular aspect such as tactical mastery, acting, improvising social cohesion, or sharing knowledge, but you must be somewhat good at some of them. A good roleplayer has a useful response to a challenge requiring resolution. A good GM is good at posing challenges that inspire good roleplaying. The party unexpectedly encounters the evil Duke's guard. A PC might: - Attack the guard, taking advantage of surprise, flanking, and prepared abilities. - Try to bluff or trick the guard. - Surrender, trying to gain some assurances of safety. - Shriek in terror and act like a loon. - Run. Any of those are fluent responses. Contrast with: - Declaring they are rolling for initiative, and blundering into combat. - Declaring the guard is evil and they are not cooperating. - Attacking clearly superior opponents, or surrendering to enemies who have an obvious goal of killing them. - Derailing the encounter with out-of-character chatter or random actions. - Looking around for someone else to make a decision. Those resposes lack fluency; the player does not know how to deal with a roleplaying game. Anything from a comedic response to a resounding victory to an interesting interaction can be a good outcome, whereas absurdity that lacks wit, incompetence, or stilted, unproductive interactions is generally a bad outcome. [/QUOTE]
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