Maxperson
Morkus from Orkus
Maybe I'm not understanding then. The example I gave was of an unknown time limit that could(not would) render all those efforts null. I won't use the term meaningless, because it can still very much have meaning.Whether it is like that or not in-play is not necessarily relevant. Someone, upthread, used a specific example from earlier (the "save a person at the top of the cliff") to examine different gradations of "gameplay" in a situation. I was simply providing additional descriptive examples, showing how this described by another user situation, of [you have an unknown time limit that could render all your efforts meaningless], would be quite liable to inducing a less-than-desirable experience for a goodly chunk of people, even those who might otherwise very much enjoy a sandbox-y game.
Sure, it can be disappointing to fail. But disappointment doesn't mean that the game is ruined or that the journey was meaningless. The loss of a character, even one that died a heroic death that you chose to engage in, can still genuinely sting.Roleplaying is one component of the experience, yes, I agree--but it is one component, not the ONLY component. That doesn't mean it's in any way lesser--indeed, I very much believe it shares first place, tied with the other primary component. That being, y'know, gameplay. It can, I agree, be fun to roleplay through a situation where you end up losing, and one reason to include the dice is to allow for degrees of success or failure over the course of a complicated process (like a "quest", understood in the "traditional GM" perspective, e.g. the party wants to find the cure for the king's infertility to claim the huge reward.)
But let us not pretend that the fact that the roleplay can be really good thus means it never ever feels pretty awful to fail on something in the game that you cared about a lot. Even for folks who have a negative attitude toward mechanics overall (something I find lamentably common on this board), loss will still sometimes genuinely sting--and if it was in a moment that really mattered to you, it'll sting all the more. Now imagine if you felt such a sting...not because you made any mistakes, nor because you failed to account for all of the information you could possibly know...but simply because dice decided you had already 100% guaranteed lost before you even started. I believe it was @clearstream who wanted to analyze this concept further to tease out possible nuance.
One of the things I love about roleplaying is that it can generate any emotion, including negative ones like sadness, fear and anger. The game wouldn't feel right to me if all it could do is generate the positive emotions.
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