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*TTRPGs General
Role playing is not the opposite of combat
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<blockquote data-quote="Rel" data-source="post: 1353132" data-attributes="member: 99"><p>I think I'd draw a subtle distinction between what you're talking about above and "roleplaying" in combat. I'd call what you just described "flavor text" or "colorful description". I think it is related to but not equivalent to roleplaying during combat. To me, roleplaying is more about portraying the character's personality and getting across the "why" of his actions rather than the "how".</p><p></p><p>To cite one recent example of this, in Henry's AU game at the Game Day, my Mojh character is fighting something that at least looks like one of the Dramojh (evil race that once enslaved the whole continent). He looks at me during the fight and says, "I've not seen a SLAVE for some time..." On my next turn, I say to Henry "I swing my halberd at him and burn a Hero Point to stun him *rolls dice and is successful*. (note that all of that stuff so far was pure mechanics) Then I say to him in a cold voice, 'I'm nobody's slave.'" My character had a chip on his shoulder about the slave thing.</p><p></p><p>Another theoretical example I'll draw from Game Day since you were involved is in the Sky Galleons game. Your character (Gurkha bodyguard) didn't want Lizzie coming aboard the Bismarck when you went to scuttle her. Let's say she insisted on coming along. Suppose you'd said, "I Bull Rush her into the hold and take a move equivalent action to slam the hatch shut. Next round I'm taking a move equivalent to go over the side and making a climb check to slide down the rope and board the Bismarck." That would be all mechanics with no added flavor text. But I still think it is fantastic roleplaying.</p><p></p><p>If somebody wants to add flavorful description to their actions in combat, I'm all for it. But, in my opinion, it does not supplant the need for a PC to act in accordance with the overall personality of the character.</p></blockquote><p></p>
[QUOTE="Rel, post: 1353132, member: 99"] I think I'd draw a subtle distinction between what you're talking about above and "roleplaying" in combat. I'd call what you just described "flavor text" or "colorful description". I think it is related to but not equivalent to roleplaying during combat. To me, roleplaying is more about portraying the character's personality and getting across the "why" of his actions rather than the "how". To cite one recent example of this, in Henry's AU game at the Game Day, my Mojh character is fighting something that at least looks like one of the Dramojh (evil race that once enslaved the whole continent). He looks at me during the fight and says, "I've not seen a SLAVE for some time..." On my next turn, I say to Henry "I swing my halberd at him and burn a Hero Point to stun him *rolls dice and is successful*. (note that all of that stuff so far was pure mechanics) Then I say to him in a cold voice, 'I'm nobody's slave.'" My character had a chip on his shoulder about the slave thing. Another theoretical example I'll draw from Game Day since you were involved is in the Sky Galleons game. Your character (Gurkha bodyguard) didn't want Lizzie coming aboard the Bismarck when you went to scuttle her. Let's say she insisted on coming along. Suppose you'd said, "I Bull Rush her into the hold and take a move equivalent action to slam the hatch shut. Next round I'm taking a move equivalent to go over the side and making a climb check to slide down the rope and board the Bismarck." That would be all mechanics with no added flavor text. But I still think it is fantastic roleplaying. If somebody wants to add flavorful description to their actions in combat, I'm all for it. But, in my opinion, it does not supplant the need for a PC to act in accordance with the overall personality of the character. [/QUOTE]
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