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Learning from GMs at GenCon - Respond to Roleplaying
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<blockquote data-quote="Ariosto" data-source="post: 5298420" data-attributes="member: 80487"><p>To me this at first suggests that, in this context, combat and role-playing are mutually exclusive. Role-playing is a strictly non-combat activity.</p><p></p><p>At the end, though, it appears to make a "mechanical sde" and role-playing mutually exclusive.</p><p></p><p></p><p>This suggests that having some amount of information on a character sheet is synonymous with "fighting endless hordes of mooks".</p><p></p><p>That is most definitely, as a matter of fact, not so. I know this from first-hand experience.</p><p></p><p>The general sentiment could still reflect what "roleplaying" means in the Dungeon Magazine context.</p><p></p><p></p><p></p><p>This suggests to me that a <em>player</em> making "mutterings or paranoid looks" is a manifestation of roleplaying, whereas a less theatrical treatment of the effects of insanity upon the <em>character</em> in the game is not. However, it could be that Klaus overlooked the actual effect of the Sanity rules in CoC.</p><p></p><p></p><p>This appears to disagree with Verdande's post.</p><p></p><p></p><p>This again suggests a "theatrical" meaning.</p><p></p><p></p><p>"The quality of his backstory" is here an element of role-playing.</p><p></p><p></p><p>I take "describing actions" for granted as the way one plays an RPG. It is curious to me to think of "I attack. I got a 15." or "I'll use Diplomacy on him. I got a 22." as valid moves except as following and assuming circumstances already established.</p><p></p><p>To adapt a phrase, in D&D, "player proposes, referee disposes". From the player's side, it is a game of limited information. Only the referee is in a position to say whether an input is sufficient or even relevant, because only the referee knows the factors with which it interacts.</p><p></p><p>So, as I said, I simply assume it as a practical fundamental in playing the game.</p><p></p><p>What I see here suggests to me again the "theatrical" meaning of role-playing.</p><p></p><p></p><p>Yelling at the table is discouraged in my group. Would it be -- by the applicable definition here -- role-playing simply to relate that the character yells certain words?</p><p></p><p>How about to relate, in one's own words, the gist of the communication?</p><p></p><p>See, there is a difference between "describing actions" and "putting on a performance".</p><p></p><p>Further, there is a difference between demanding a description because it is actually essential to the game -- as when, in old D&D, I must describe the offer I make to a being I am trying to recruit, or how I treat my henchmen afterward -- and demanding it as something tacked on, a sort of decorative frill.</p><p></p><p>The former is more related to a "role assumption" or "in those shoes" or "you are there" meaning of role-playing, in which the emphasis is on how one approaches the imagined world.</p><p></p><p></p><p>How about a puzzled cleric?</p></blockquote><p></p>
[QUOTE="Ariosto, post: 5298420, member: 80487"] To me this at first suggests that, in this context, combat and role-playing are mutually exclusive. Role-playing is a strictly non-combat activity. At the end, though, it appears to make a "mechanical sde" and role-playing mutually exclusive. This suggests that having some amount of information on a character sheet is synonymous with "fighting endless hordes of mooks". That is most definitely, as a matter of fact, not so. I know this from first-hand experience. The general sentiment could still reflect what "roleplaying" means in the Dungeon Magazine context. This suggests to me that a [i]player[/i] making "mutterings or paranoid looks" is a manifestation of roleplaying, whereas a less theatrical treatment of the effects of insanity upon the [i]character[/i] in the game is not. However, it could be that Klaus overlooked the actual effect of the Sanity rules in CoC. This appears to disagree with Verdande's post. This again suggests a "theatrical" meaning. "The quality of his backstory" is here an element of role-playing. I take "describing actions" for granted as the way one plays an RPG. It is curious to me to think of "I attack. I got a 15." or "I'll use Diplomacy on him. I got a 22." as valid moves except as following and assuming circumstances already established. To adapt a phrase, in D&D, "player proposes, referee disposes". From the player's side, it is a game of limited information. Only the referee is in a position to say whether an input is sufficient or even relevant, because only the referee knows the factors with which it interacts. So, as I said, I simply assume it as a practical fundamental in playing the game. What I see here suggests to me again the "theatrical" meaning of role-playing. Yelling at the table is discouraged in my group. Would it be -- by the applicable definition here -- role-playing simply to relate that the character yells certain words? How about to relate, in one's own words, the gist of the communication? See, there is a difference between "describing actions" and "putting on a performance". Further, there is a difference between demanding a description because it is actually essential to the game -- as when, in old D&D, I must describe the offer I make to a being I am trying to recruit, or how I treat my henchmen afterward -- and demanding it as something tacked on, a sort of decorative frill. The former is more related to a "role assumption" or "in those shoes" or "you are there" meaning of role-playing, in which the emphasis is on how one approaches the imagined world. How about a puzzled cleric? [/QUOTE]
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