Ok, I'm going to take this in a bit of a different direction for a second. The idea is that minis and battlemaps prevent Rp'ing. Maybe it's because I'm so used to playing online, but, I think that this is entirely ballocks.
Take for example, Agin's Inn
A nice little tavern. Now, we add the party of 4 (for example) and the following individuals as minis:
- Bartender
- 2 Serving wenches
- 6 peasants seated around the room (1 is actually a Rogue 3)
- 4 dwarves seated in the northwest table gambling.
It's a crowded evening.
Now, let's use combat mechanics to run this. Every PC rolls initiative and initiative is rolled for each NPC. Every character (PC and NPC) threatens either 1 square or a number of squares equal to his Cha bonus, whichever is higher.
The party face character, we'll say a priest of Pelor, goes to the bar to chat up the bartender about local news. On his way to the bar, he passes through three threatened areas; one by a peasant commoner, one by the rogue and one by a serving wench. Passing the commoner first, he draws an aoo - but, instead of an attack, the commoner can either talk or let him pass.
The commoner recognizes the priest from his recent deeds and offers his congratulatiosn, "You did a fine thing father. We'll all sleep better now," he says. The priest can either start talking to the commoner and end his turn or he can pass by with a short word. He thanks the commoner with a blessing and passes.
The rogue, hearing the commoners words, also offers his congrats as the priest passes. Again, the priest passes by with a few words, but the rogue then pickpockets the priest for a spell component pouch or something like that. Assuming he's successful, the priest passes on.
The wench stops the priest and asks him for a blessing for her unborn child. The priest gives his short blessing and passes on. Eventually he gets to the bartender, and initiative is passed on.
If the priest stopped for a longer chat at any point, initiative would again be passed on, giving everyone at the table a chance to act. It could very easily be that the other players simply pass and the turn goes back to the priest again. This could be handled in a fairly freeform manner without adhering too closely to actual six second rounds. However, note that the three interuptions and moving to the bar could reasonably have taken six seconds as well.
Maybe the party fighter decides on his turn to go check out the gambling game with the dwarves, so, on his init, he moves through a commoners threatened area before arriving at the dwarves. The commoner doesn't really have anything to say, so ignores the fighter. The fighter arrives and begins chatting.
The action can be moved along easily by limiting time for each player to about one or two minutes of interaction and cutting back and forth. This is actually pretty close to how long a combat turn takes anyway, so, it's not too different.
Now we've used a battle map and minis to greatly increase role play and ground the party in the setting. Combat rules are also used to enhance interaction as well by using AOO rules for NPC's.
Should these rules be hardwired into the RAW? Not in the least. While my group may enjoy such a thing, I'm thinking that many would not. But, to say that the RAW cannot be used to enhance and that minis inherently prevent RP is just wrong IMO. IMNSHO, a picture is worth a thousand words, so, with fifteen minis and a battlemap, I've got a short story sitting right in front of you.
