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Regarding the (supposed) lack of role-playing in 4E

Mercurius

Legend
(First a pre-emptive apology: Pardon my lack of 4E rules knowledge...if I don't use the appropriate terminology, it is because I just haven't read the rules extensively enough...I'm talking in terms of generalities, not specifics.)

One of the common complaints I've noticed about 4E is the lack of non-combat rules and "role" (as opposed to "roll") playing focus. Yet I want to turn this around a bit by asking a question: By not having extensive rules and skill lists for every possible non-combat situation, isn't role-playing in a sense opened up by not being dictated rules and thus by excessive house-keeping? If, for example, a player doesn't define their background through various skills (carpenter, lute-player, etc), but instead through description ("My father was a carpenter, my mother a lute-player"), doesn't this offer a greater degree of not only freedom in character creation, but a more open-ended approach to non-combat situations?

(Now certainly some players might take advantage of this sort of open-endedness by Buckaroo Banzaing their character. But this is where good DMing and good (player) role-playing comes in. If role-playing is at all important to a player, they probably won't want a Buckaroo Banzai--they'll want to create a nuanced persona that is interesting to play, not because of how Uber Kewl they are, but because of their combination of aptitutes and limitations.)

So one point is that skills can be at least somewhat replaced by description (which is itself more of a role approach than a roll approach). The other point I want to bring up is that by not requiring appropriate skill checks for every possible situation the onus is back on the player to not only play the character they created, but to figure things out, to come up with appropriate solutions, and thus to actually ROLE-play their character as described, rather than merely saying "Do I know anything about carpentry? Let's see...here is my skill list, yep, I've got a 2 in carpentry."

Now certainly there are times when you need to make a roll; you need some sense of how good a carpenter the character is. But even then, couldn't the DM ask the player to make an ability check against a difficulty level? And thus my question: Does 4E really lose anything in terms of non-combat role-playing because of the rules emphasis on combat? It seems, in a sense, simply a proper differentiation: Keep the rules and rolling focused on combat and tactics, and keep everything else to role-playing. Or to put it another way, crunch and fluff.

I see nothing wrong with that.
 

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Mercurius said:
(First a pre-emptive apology: Pardon my lack of 4E rules knowledge...if I don't use the appropriate terminology, it is because I just haven't read the rules extensively enough...I'm talking in terms of generalities, not specifics.)

Before checking if 4E is better at role-playing than any previous edition of D&D, you have to say what you mean by role-playing.

Depending on this definition, one could argue that 4E is better or worse than 3E or 2E.

For example, I don't see any difference between adding narration/acting on top of rolls during combat or outside of combat if in both cases, the roll is made agaisn't a rewardable challenge.
 
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skeptic said:
Before checking if 4E is better at roleplaying than any previous edition of D&D, you have to say what you mean by roleplaying.

Depending on this definition, one could argue that 4E is better or worse than 3E or 2E.

I'm leaving the definition open-ended, but emphasizing the actual word, ROLE, in contrast to ROLL. ROLE-playing is playing a role, is the more storytelling/narrativist aspect of the game, where ROLL-playing implies dice which implies rules and, in 4E especially, combat.
 

Mercurius said:
I'm leaving the definition open-ended, but emphasizing the actual word, ROLE, in contrast to ROLL. ROLE-playing is playing a role, is the more storytelling/narrativist aspect of the game, where ROLL-playing implies dice which implies rules and, in 4E especially, combat.

Storytelling and Narrativism aren't synomyms !

The first one is actually a specific form of Simulationism.

Nar RPGs have no problem using dice rolls to resolve conflicts (e.g. Burning Wheel).

IMHO, your definition is all but open-ended, it is Simulationism with Drama as the prefered resolution mechanic.
 
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Mercurius said:
I'm leaving the definition open-ended, but emphasizing the actual word, ROLE, in contrast to ROLL. ROLE-playing is playing a role, is the more storytelling/narrativist aspect of the game, where ROLL-playing implies dice which implies rules and, in 4E especially, combat.

Oh, boy. Just so you know, some people believe a game "doesn't support role-playing" if it doesn't have rules and rolls for interactions.
 


pawsplay said:
Oh, boy. Just so you know, some people believe a game "doesn't support role-playing" if it doesn't have rules and rolls for interactions.

That is exactly what I disagree with. Thanks for shortening and simplifying it for me :)
 

skeptic said:
Storytelling and Narrativism aren't synomyms !

The first one is actually a specific form of Simulationism.

Nar RPGs have no problem using dice rolls to resolve conflicts (e.g. Burning Wheel).

IMHO, your definition is all but open-ended, it is Simulationism with Drama as the prefered resolution mechanic.

Are there official definitions of storytelling and narrativism that I'm not aware of? I assume you are going off GNS theory? I wasn't trying to be GNS-correct, btw.

I'm saying open-ended because I think not having rules for every kind of interaction allows for the DM (and players, to a degree) to decide how to approach it.
 

Mercurius said:
That is exactly what I disagree with. Thanks for shortening and simplifying it for me :)

Without rules, you are doing some collaborative story building, that can be fun, but that's not a game.

The most important difference is that in a role-playing game, there is some established rules to handle the circumstances where some peoples at the table may not agree about what is happening in the Shared Imagined Space. Usually, those rules are geared to make the experience entertaining.
 

Maybe I'm misunderstanding, but why is this question being discussed as though 4E doesn't have rules and rolls for interaction? It most certainly does, to an equal or greater extent as any prior edition core rules. (Okay, it lacks a Perform skill, and that can be a hiccup, but that's about the only "missing" aspect I can find, as compared to prior editions.)
 

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