LostSoul said:
Well, you agree that it is more likely later on...
What that powergamer is trying to do then though is adhering to the letter, not the spirit of the rule. The goal of making him really characterise isn't really archieved.
LostSoul said:
So if that's the kind of game everyone wants, rewarding it is worth it. You rightly point out that not everyone will like that change, but, you know, oh well. Not everyone likes the XP system as it currently stands, either.
Don't you think those first two sentences are kinda don't fit together?
LostSoul said:
And there's the flip side to that: story/characterization dude puts a lot of effort into roleplaying, and he gets no reward?
Didn't I say to reward every playstyle? Well I don't use XP as written. Mostly for the sake of party dynamics.
LostSoul said:
All I'm trying to say is that the rules can have an influence on play. Not that everyone's going to like it or not, or the game will be awesome for everyone.
Um... there's another point I want to make.
They can influence how you play. But that influence is mostly one sided. The game provides many facets of entertainment. Some of these facets (powergaming, tactics, buttkicking, sometimes combat part of storytelling) are founded on the rules and influenced by them. Others are more a matter of the DM and group dynamics, while the rules are just a backdrop for "the other stuff", (storyteller, casual, dramaturgism, exploration, etc.). The rules influence only those facets and playstyles founded on them. You can play a pure storyteller and dramaturgist game without any rules. Tempering with the rules can easily piss of a tactician or powergamer (and it's worth mentioning that most players have mixed playstyles, so this could be a tactician/dramaturgist).
For me this whole thing boils down to a "greener grass complex" where non-tactician/powergamers see "Hey, the biggest RPG D&D supports those playstyles in it's rules, why isn't our playstyle supported". Of course, the answer is that
rules actually can do little in influencing those styles, so why bother.
LostSoul said:
Doesn't this arguement work both ways? If the tactician enjoys tactical combat, he'll still play that way regardless of XP.
A dramaturgist couldn't characterise if he was in a group whose DM and/or majority of players stiffles it (note, it's the DM stiffling, not the rules). I was thinking of a initially balanced group whose DM decides that characterisation is the "one true way to roleplay" and tries to shoehorn the group into his expectation using your suggestion. Actually you even reinforced my point. The tactician will keep trying to play tactical, despite of every attempt of creating rules that make him play as dramaturgist.
LostSoul said:
(Actually, I guess for D&D, it doesn't, because the whole game is about getting better at tactical combats.) But anyway...
Now you're really venturing into the realm of personal oppinion. The D&D rules contain elements of tactical combat to a large degree because a large part of the player base is tactician (usually in addition to other playstyles you can't satisfy with, say, wargames) and the tacticians enjoyment hinges to a large part on the rules, unlike the enjoyment of many other playstyles would be my wording (clunky, but then things are like that sometimes).
LostSoul said:
Imagine that you are a story/characterization dude. That's what you love to do! You're playing D&D, getting XP for killing monsters. (Yeah, I know, overcoming challenges, but whatever. That's a different arguement.) Then the change comes along and you get XP for what you love to do! Suddenly, what you love to do is what you get rewarded for. You no longer have to do what you don't really care about (tatical combats), so you can focus on the good stuff.
But for a pure characterisation dude, how much are xp really worth. Isn't a progressed story or nice little in game treat a much bigger reward to him? Getting kewl combat skills won't do much for him. Of course there are the mix types. But then the dramaturgist/powergamer again gets kicks out of killing monsters for xp.
And of course D&D is a group game where you have to accept the wishes and expectation of others. Everyone that isn't ready to step back once in a while in such a game, hasn't got the problem of different playstyle but the problem of being a jerk and no place in my game (even in an all same playstyle group, the spotlight has to be shared). Actually a player that doesn't care for combat at all might grow to appreciate a powergamer/effective tactician whose skill leads to combats that quickly end.
LostSoul said:
Now I'd rather play with a group that had the same goals, so that while story dude is doing his thing, tactical dude isn't getting bored. But if you want to include everyone, I guess you could do a half-and-half thing, so that both people get rewarded for what they like to do.
The problem is that many people have mixed playstyles (to the point of dudes like me that contain more or less all of them).
If every DM was to only entertain his personal style and every gamegroup has to have 100% matching playstyles you'd have very many people with problems to find groups.
Add to that the fact that playstyles and prefernces develope and do so differently for different people, even in the same gaming group and you've got a lot of real world drama preplanned.
Better to keep in mind that this is a group game and in a group you have to be mindfull of others. Maybe this is easier to say for me as a generalist and I still agree that wastly different preferences sometimes just don't work, but there will always be variety.
LostSoul said:
Maybe it's just me, but I think that playing would be more fun if you get rewarded for doing what you like to do.
Which is actually my biggest point. I want to reward everyone for doing what he likes to do.
But different ideas on what's fun to do also lead to different ideas of what's a good reward.
LostSoul said:
This doesn't have much to do with maps and all that, but it's about "Do rules prevent RPing?" I think they can support roleplaying, although you could roleplay in Monopoly. Prevent roleplaying? Maybe if you had a rule that said, "Any time you talk in character you lose 100 XP," or something like that.
I actually did a bit of roleplaying in my last monopoly game, by the way, I was stealing money from the bank, allied with another player and we called ourselfs mafia.
A gaming system can support roleplaying. With good advice, starting points and fluff material. I see that in D&D. For a recent example I'd point to the PHB2. The roleplaying advice there in should at least help some of the less experienced players who want to play out personalities. But that has got nothing to do with the rules.