At best, you have a disagreement with what Ben is saying.
Roleplaying for me is not “window dressing.” You’re playing your character after all. Good God, why do people love to live in MechanicsWorldTM? I’m playing in Ravenloft as a thief or in a Gloranthan cult or as an Arthurian knight or an occult investigator. Not the D&D or FATE or CoC or PbtA SystemWorld. The goal is to imagine the fictional world and my character in it, not the buttons and levers on my character sheet. I use those buttons and levers briefly and in passing to determine outcomes when a test needs to be made to determine which way an uncertain thing may go.
As to the hiding scenario, yeah most likely I would go through the exercise of asking where the person is hiding, what they are doing, and then ending it all suspensefully with a roll (modified by their actions) to determine the final outcome.
LARPS and TTRPGs are different things, and you don't need to LARP at the table to make it fun.I wish more people did LARPs, at least tried it once or twice. Things people say in these threads are often so wild to me, like there couldn't be an interesting choices and consequences without rules, and like inhabitation of expression of character were mere flavour. No, those are the essence of the thing itself, it is the rules which are the optional extra to facilitate things that are hard to do otherwise.
They are not that different, at least the way I prefer to pay them (so the right way.LARPS and TTRPGs are different things, and you don't need to LARP at the table to make it fun.
Yeah, I don't mean to say it is the wrong way or a bad way to play TTRPGs. People should do whatever is fun for them. But it isn't a thing I find especially interesting and have even seen it detract from play when people go too deep down the inhabitation hole. If forced to choose, I'll take slightly detached over immersed most of the time.They are not that different, at least the way I prefer to pay them (so the right way.) Many of these streaming shows are very LARPy. Even though they are sat at the table instead of walking around dressed up as their characters, a lot of the play time is them just inhabiting and expressing their characters, acting whilst talking in-character with each other or by the NPCs acted by the GM.
Not entirely, which is why we have rules in the first place.As a player you’re always leaving it up to the referee anyway.
The only difference is in the activities which must be abstracted, which is exceedingly relevant to this discussion.LARPS and TTRPGs are different things, and you don't need to LARP at the table to make it fun.
The video isn't about why he uses 5E combatvrules, it's about why he uses games (like 5e) that don't support an important aspect of play with mechanics. The point is that not having rules for a thing means they engage it more deeply, because it has to be more of a conversation than if there are rules for it.
Like most things, it depends on the people involved. What Ben is saying makes sense, to a point. If there are no rules for something then the onus is on the referee to handle it. Which can be great or terrible depending on the referee.
What playing in the gaps allows is for the referee, and by extension the table, to customize their experience. Both in what is and is not relevant to their games but also in what ways things are handled during play. Whether mechanically with a roll or descriptively with back-and-forth conversation between the referee and players.
But, because the referee is on the hook to cover those gaps, they will be more or less willing to deal with things depending on how well they think they can handle them. If you happen to be a professional improviser, like Brennan, then great...you can easily handle all the social interactions seamlessly. But if you're not a professional improviser? You might want at least some advice or guidance on how to handle those things. Maybe even have some simple rules to use (cough Reaction rolls & tables cough).
This is also why I prefer rules light or ultra-light games and FKR. Playing a custom experience is fun. Playing in the gaps is fun. Only having to deal with simple rules that can cover lots of things is easier than detailed systems with rules for everything. And players who gravitate to those games also have a similar mindset.
That's understandable, but there's a flip side to this. I'd like to role-play social situations, but I have a social disability. I can't bluff or persuade any more than I can shoot fireballs from my fingertips. But I'll happily play a charismatic wizard on paper, because RPGs are all about pretending to be someone else.
Crunchy social mechanics help fill the gap between [certain] players and their characters. If you loathe them, that's fine. What exists can be ignored. On the other hand, it's trickier to wish mechanics that don't exist, into existence.
What's NOT fun is saying "I Fast Talk the guard" without any roleplaying and then rolling some dice.
I agree and I treat all games as toolboxes as well. Even if not playing them. Any mechanical widget or bit of advice is one more tool to use when appropriate and put down when not. Which is what lead me to rules light games an the FKR.Additions beyond those can be surely fun when designed nicely and when they match your playstyle, but can ruin fun when they are presented as must-use* and don't match your playstyle. In such case, a gap in the rules is much better than a bad rule.
*this is why I always advocate to treat any RPG ruleset as a toolset, even when it doesn't explicitly say that something is optional

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.