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Inequality of Skills
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<blockquote data-quote="barsoomcore" data-source="post: 708902" data-attributes="member: 812"><p>I don't find that to be the case. I like it for allowing me to pass on the encounters that don't actually lead anywhere and get to the meat of my story. I find there's just as much role-playing, but instead of role-playing out each and every conversation with each and every bartender or patron or stableboy, my heroes spend half a day getting their weapons sharpened, their gear replaced, and as they do so, using their Gather Information roll to determine how much they pick up from these people they're interacting with.</p><p></p><p>Without having to play out all the individual conversations, which don't involve the other players and aren't going to be interesting or have any tension in and of themselves.</p><p></p><p>It's like in an episode of Magnum, PI, where you get a little montage of Magnum talking to shop owners, garage attendants and beach bunnies as he tries to figure out where the missing heiress might have gone. We don't see the conversations because they're not important -- all that's important is the information one does or does not acquire.</p><p></p><p>The "role-playing" bits come when they're interacting with characters who want something from the PCs. Because THOSE interactions are actually interesting.</p></blockquote><p></p>
[QUOTE="barsoomcore, post: 708902, member: 812"] I don't find that to be the case. I like it for allowing me to pass on the encounters that don't actually lead anywhere and get to the meat of my story. I find there's just as much role-playing, but instead of role-playing out each and every conversation with each and every bartender or patron or stableboy, my heroes spend half a day getting their weapons sharpened, their gear replaced, and as they do so, using their Gather Information roll to determine how much they pick up from these people they're interacting with. Without having to play out all the individual conversations, which don't involve the other players and aren't going to be interesting or have any tension in and of themselves. It's like in an episode of Magnum, PI, where you get a little montage of Magnum talking to shop owners, garage attendants and beach bunnies as he tries to figure out where the missing heiress might have gone. We don't see the conversations because they're not important -- all that's important is the information one does or does not acquire. The "role-playing" bits come when they're interacting with characters who want something from the PCs. Because THOSE interactions are actually interesting. [/QUOTE]
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