LostSoul said:
My point is that there are RPGs that do this sort of thing using rules.
True, and I wouldn't argue that D&D couldn't benefit from a few of these. I'm more defending the way it currently is as not inhibiting to roleplaying. It's roleplaying rules are very hands-off, which allows people to take their own directions with them, to form their own archetypes and their own stories. And, partially because D&D tries to be "a fantasy for all seasons," this works. It allows you to play the Forgotten Realms and Dark Sun and Planescape and Eberron all with one system for roleplaying -- the system where you get in character, talk to the DM about the world, and act as if you're a part of it.
I do find those rules to be relics of wargaming more than anything else, but "not providing help in roleplaying" is a far cry from preventing roleplaying.
Could D&D benefit from more extensive storytelling rules? Heck yeah. Does it need 'em? Heck no.
MarkCMG said:
Something about the level of guidance being given to DMs regarding how to roleplay and how to encourage it in their players? Something about, even if there aren't rules, per se, there could be a lot more written in the rulebooks about it? And about how it relates, directly and indirectly, to the games mechanics of the rules? And how the two can be interchangeable dependant upon a situation, mood, or set of players?
The thing is that, especially in 3e, there's a pretty bold line drawn between what you describe and what happens, to help you play a role rather than use your powers of DM persuasion to save the day. Be as convincing as you like, you still need to roll that Diplomacy check.
The core D&D rules don't care, really, that your character is in love with someone. Because it's impossible to make that fair, to make sure that an encounter is still a challenge when your lover is in danger, to ensure that your love doesn't overshadow the other characters, etc. It's impossible to balance story effects, because every story is different, told differently, by different DM's at different tables.
So D&D deals with the rules it can control, the objective world the PC's interact with. And gives general advice for storytelling rather than specific rules. There are advantages in this, and there are limitations, just like in any other ruleset. It's a choice, and it's not a bad one. If you want +8 because you're in love, it's up to the DM to give it to you or no, depending upon what he thinks is a good challenge. The rules won't give it to you, because then you'll never have a character who doesn't have a lover because it gives you a free bonus.
It's the idea that a red hat shouldn't give you a mechanical bonus that a blue hat doesn't, because it's just a superficial, variable requirement.
I'm not saying it's the right way to do things (that's gonna vary depending upon your preferences), I'm just saying it's a valid choice, and just because D&D leaves it in the hands of a DM to reward you for subjective acts doesn't mean the rules that do exist inhibit your RP at all.
Geron Raveneye said:
You see, certain games are played a certain way.
So we come to the crux of the matter -- it's not the rules that tell you to play this as a mini's game, it's your perception that a mini's game can only be played a certain way.
The way to play D&D has always been "the way you have fun doing it." If people don't possess the mental agility to see role playing on a grid, it's not D&D's fault. D&D's responsibility to address that problem is in direct proportion to the sales it looses by doing it this way vs. doing it another.
The rules of D&D have never said "stop being in-character." Even the minis rules don't say or imply that. That comes from your own head. And while it's fine to dislike minis combat because it takes you personally out of the world, it's not fair to say that the rules inhibit roleplaying absolutely, just because they do so for you. The rules don't. You do. And I don't mean to be insulting by saying it, because it's not BAD that you are the way you are. It's just inaccurate to blame the rules for it.
LostSoul said:
I dunno. I only want to roleplay stuff that actually matters. I could care less about roleplaying the shopping trip, or getting a room in a tavern, or picking up a wench, or whatever. But when it matters, when something happens that I really don't want or I really want something to happen (ie. two characters are in conflict), that's what I want to roleplay.
And I don't want the GM to just decide what's going to happen. I want him to push me as hard as he can to see if I'll break. I want him to kick me in the nuts and say, "Had enough?" And when I stand up and spit in his face - yeah, wicked.
I do agree, even though I'm defending D&D's manner of doing things. D&D says that the DM can give you a bonus, but since the DM knows best (IMHO, something of a flawed reasoning to begin with), if he doesn't, it must be because the bonus would be too powerful. He doesn't want you to be immune to the charm, he wants the tension of having yourself charmed into being your love's enemy. He won't give you +8 for free just because it's in the story, because how would that be fair to the other characters? (those are just examples of why D&D doesn't do things like that)
I would love it, and, as my work on FFZ shows, I'm into that kind of story-mechanics interdependancy. But I've found that it very much limits the story I tell. I loose a lot of D&D's versatility by using Character Concepts, and basing awards around Story Themes and the like. That's okay for FFZ, but I'm not sure it would be okay for D&D.
Geron Raveneye said:
I think creating roleplaying-based feats instead of tactical-combat-based feats would be a nice addition to D&D indeed
And the reson D&D DOESN'T create an "In Love" kind of feat is because it doesn't want there to be some mechanical incentive to be in love. You're in love because you WANT your character to be, not because the game pats you on the back for it. You roleplay because you want to roleplay, not because you want a +8 bonus. You wear a blue hat instead of a red one because it fits your character, not because the red one gives you a smaller bonus with the organization the characters deal with.
It opens up a can of worms that I'm happy D&D didn't open up.
However, not giving you a +4 bonus for a blue hat doesn't equate to forcing you to not roleplay your character. It just means that if you want a blue hat, it's beacuse you want a blue hat, and you're not going to be better than the character without a hat because of it.
pemerton said:
When one looks at the way different games approach the mechanics of character creation, action resolution, giving different people at the table the power to call scene details, etc, it seems hard to deny that mechanics can have a very big effect on roleplay.
Only for those who want them to.
If I play a powergamer, I will look at the In Love feat and the Blue Hat feat not as role-playing opportunities, but as bonuses I can get just for describing myself a certain way. It won't affect the way I play, it will just affect the tools I use to play. If I'm playing 7th Sea, I take hubrises and flaws that rarely come up, and pick benefits that will frequently come up.
You won't change people by changing the rules.
The flip side of this is that if I play for role-playing, I don't need In Love and Blue Hat to make my character in love or give him a blue hat. This is D&D's assumption -- you will play the role because playing the role is it's own benefit. And if you aren't that into character, you don't need to be, because the rules are their own benefit as well. I shouldn't need to use the rules to make me feel better about roleplaying, and I shouldn't need to play a role to make me feel better about using the rules.
pemerton said:
Fair enough. But then there is really little wrong with Philotomy's approach, of letting a player call his/her character as a squire without having that affect the sheet - because (according to the above) you really need very little on the sheet to mark a character as a squire (I'm not sure a rank of Profession is even needed to be able to oil armour, prepare saddles and care for horse in a basic way - the latter two things I know from experience can be done by a 10 year old boy with a pony, and surely oiling armour comes (implicitly) with the armour feats, given that most GMs aren't having the armour of all fighters rust, except for those with ranks in Profession (Squire)).
Exactly. If you're the King of Siam and you don't want to get a benefit for it, there's nothing (in my games) inhibiting you from that. If you want to be the king of Siam and, say, have a magical crown, then get a magical crown, but don't expect me to give you one just because the king of Siam would have one.
Somehow, I don't think a little sound-effect would prevent GK from finishing me off in 25 moves.
And being in love or wearing a blue hat shouldn't help you slay the dragon, either.
That is, at least, D&D's philosophy. I like it when blue hats give you some particular advantage.
