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<blockquote data-quote="Indigo Veil" data-source="post: 1822204" data-attributes="member: 9361"><p>Mmm. I don't have problems with combat--in truth, I rather enjoy game violence ("physical," sexual, mental) so long as what's happening makes sense within the context of the story--but the game mechanics of such combat has to be pretty elegant for me to tolerate it. My big problem with dice is that, at least in my eyes, games that make frequent use of them tend to have cumbersome systems that detract from the overall storytelling experience. </p><p></p><p>To give a bit of background, a lot of my formative rp experiences occured online in freeform chatrooms, where the ability to write fluff and punctuate properly brought a player more acceptance than his ability to come up with engaging plots or interesting PCs. Fast forward a year or two, and follow me to the other end of the spectrum. My first two tabletop experiences included a D&D campaign and a superhero campaign based on the Champions system. I detested both campaigns because what emotional tension there was in relating to the characters (which I had come to expect from ffrp)was broken completely for me because of the constant reference to source books, the clatter of dice when I thought they were unnecessary, players arguing with the GM about rule interpretation, etc., that generally amounted to flat roleplay.</p><p></p><p>Champions seemed to require more dice than I owned for the resolution of small, stupid issues, and D&D is, in my opinion, a setting that rather limits what you can do with a story. Also, I've found that system heavy games tend to draw munchkins who attempt to "beat the system," something I don't appreciate. To be fair, some of my bias probably stems from the group I was with, but to this day, if I can avoid playing something system heavy, I will. =^^=</p><p></p><p>Of course, with tabletop gaming, if you find a good GM, the stories you weave as a group will likely prove more stable, more interesting, more compelling, and probably more generally immersive than any evening spent typing away in an rp chatroom.</p><p></p><p>I'm asking a lot, I know, but I guess that's what I looking for, since you requested specifics. I'd like to find a GM who merges the best of both ends of the rp spectrum.</p><p></p><p>Following is a link to a thread that seasong started on the merits of roleplaying without mechanics: <a href="http://p087.ezboard.com/fseasongsmusefrm2.showMessage?topicID=89.topic" target="_blank">http://p087.ezboard.com/fseasongsmusefrm2.showMessage?topicID=89.topic</a></p><p></p><p>Thanks again for reading. I appreciate the comments.</p></blockquote><p></p>
[QUOTE="Indigo Veil, post: 1822204, member: 9361"] Mmm. I don't have problems with combat--in truth, I rather enjoy game violence ("physical," sexual, mental) so long as what's happening makes sense within the context of the story--but the game mechanics of such combat has to be pretty elegant for me to tolerate it. My big problem with dice is that, at least in my eyes, games that make frequent use of them tend to have cumbersome systems that detract from the overall storytelling experience. To give a bit of background, a lot of my formative rp experiences occured online in freeform chatrooms, where the ability to write fluff and punctuate properly brought a player more acceptance than his ability to come up with engaging plots or interesting PCs. Fast forward a year or two, and follow me to the other end of the spectrum. My first two tabletop experiences included a D&D campaign and a superhero campaign based on the Champions system. I detested both campaigns because what emotional tension there was in relating to the characters (which I had come to expect from ffrp)was broken completely for me because of the constant reference to source books, the clatter of dice when I thought they were unnecessary, players arguing with the GM about rule interpretation, etc., that generally amounted to flat roleplay. Champions seemed to require more dice than I owned for the resolution of small, stupid issues, and D&D is, in my opinion, a setting that rather limits what you can do with a story. Also, I've found that system heavy games tend to draw munchkins who attempt to "beat the system," something I don't appreciate. To be fair, some of my bias probably stems from the group I was with, but to this day, if I can avoid playing something system heavy, I will. =^^= Of course, with tabletop gaming, if you find a good GM, the stories you weave as a group will likely prove more stable, more interesting, more compelling, and probably more generally immersive than any evening spent typing away in an rp chatroom. I'm asking a lot, I know, but I guess that's what I looking for, since you requested specifics. I'd like to find a GM who merges the best of both ends of the rp spectrum. Following is a link to a thread that seasong started on the merits of roleplaying without mechanics: [url]http://p087.ezboard.com/fseasongsmusefrm2.showMessage?topicID=89.topic[/url] Thanks again for reading. I appreciate the comments. [/QUOTE]
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