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General Tabletop Discussion
*Pathfinder & Starfinder
Is World of Warcraft creating a desire for more role-playing in D&D?
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<blockquote data-quote="Clavis" data-source="post: 3880344" data-attributes="member: 31898"><p>Simpler does not equal more role-play focused, of course. More complex, however, can definitely take away from role-playing.</p><p></p><p>I haven't played Vampire since the 90s, so I can't address how the game system is now. I remember the game sessions being about 80-90% live action. The combat system was a little wacky, but since the characters spent more time in-character than fighting, nobody really cared. Vampire enjoyed the fact that its subject matter was inherently sexy and interesting, and it attracted (in my experience) a largely female audience who wanted to chance to dress up and pretend to be vampires. The rulebooks explicitly encouraged that sort of thing, and promoted thinking about a Vampire session as a party-like event.</p><p></p><p>I have never played GURPS, so I don't know what a typical game runs like.</p><p></p><p>4th edition does not need to be more complex than 3.x edition to still be too complex to attract a larger player base. Of course, we have the words of Chris Thomasson to consider:</p><p> While "more decisions" may seem like an encouragement to role-playing for people who have been gaming for years, new players will see these "more decisions" as the reason they have to do an hour and a half of math before they can play the game.</p></blockquote><p></p>
[QUOTE="Clavis, post: 3880344, member: 31898"] Simpler does not equal more role-play focused, of course. More complex, however, can definitely take away from role-playing. I haven't played Vampire since the 90s, so I can't address how the game system is now. I remember the game sessions being about 80-90% live action. The combat system was a little wacky, but since the characters spent more time in-character than fighting, nobody really cared. Vampire enjoyed the fact that its subject matter was inherently sexy and interesting, and it attracted (in my experience) a largely female audience who wanted to chance to dress up and pretend to be vampires. The rulebooks explicitly encouraged that sort of thing, and promoted thinking about a Vampire session as a party-like event. I have never played GURPS, so I don't know what a typical game runs like. 4th edition does not need to be more complex than 3.x edition to still be too complex to attract a larger player base. Of course, we have the words of Chris Thomasson to consider: While "more decisions" may seem like an encouragement to role-playing for people who have been gaming for years, new players will see these "more decisions" as the reason they have to do an hour and a half of math before they can play the game. [/QUOTE]
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Is World of Warcraft creating a desire for more role-playing in D&D?
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