Setting the Dial: The Perfect Mix of Play and Roleplay

On the Deep Roleplay vs. Combat Simulation spectrum, where do you set the dial?

  • 0 - Pure Deep Roleplay

    Votes: 1 1.4%
  • 1

    Votes: 1 1.4%
  • 2

    Votes: 7 9.6%
  • 3

    Votes: 14 19.2%
  • 4

    Votes: 11 15.1%
  • 5 - A 50/50 mix of Deep Roleplay and Combat Simulation

    Votes: 12 16.4%
  • 6

    Votes: 8 11.0%
  • 7

    Votes: 10 13.7%
  • 8

    Votes: 3 4.1%
  • 9

    Votes: 0 0.0%
  • 10 - Pure Combat Simulation

    Votes: 0 0.0%
  • XX - I don't want to participate

    Votes: 6 8.2%


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I don't know why so many people put "role-play" and "combat" on opposite ends of some imaginary spectrum.

I role-play like crazy during combat.

I prefer a game with at least one good fight per session, but the story is the most important part of the game.
 

[MENTION=50987]CleverNickName[/MENTION], could you explain what you mean specifically by "deep" here?

Like deep immersion? Roleplaying in a way that makes you really feel like the character?
 

[MENTION=50987]CleverNickName[/MENTION], could you explain what you mean specifically by "deep" here?

Like deep immersion? Roleplaying in a way that makes you really feel like the character?
Well, like I wrote in the first post...the type of game that is almost pure storytelling, with hardly any dice-rolling at all. I'm trying really hard to steer clear of a lot of word traps that usually come up in threads like this...words like "immersion," or "simulation," or "gamist," etc. I am just trying to get a feel for how much storytelling vs. dice-throwing people like in their games, that's all.
 

Nice almost Bell curve. I attribute the high amount of 7 on the general tendency of people to answer halfway between extreme options, which would be "evenly" and "all combat".
Even nicer to see the peak at 3.
 



False dichotomy is false. Some of the best RPG I've had has been during combat and some of the worst roleplay (i.e. "I roll diplomacy on the guard" with no other narration etc.) has been during adventures with nearly no combat.

That said, I want combat that's fast to resolve so that there's time for lots of fights and/or stuff other than fights.
 

I agree. Some people simply enjoy the tactics and exitements of a fight.

But others really care mostly for the uncertainty each fight brings and what consequences the outcome of the fight has on the story. For this group it is great when the time from starting each encounter to ending it can be relatively short, so you have a lot of time for the buildup before the action and then can quickly get to dealing with the outcome. Usually I'd say people of the first group would be served better playing Warhammer, but since WotC took over D&D, the game has significantly shifted to providing material for such types of groups as well, so they need to find a way that enables both kinds of combat encounters without significantly changing the rules.
 

I want a game with clear, concise rules. That way we have more time to argue over the best way to convince the Prince to help us, rather than argue over if my bonus to my diplomacy check was really 3 or 4. The less time I have to spend dealing with rules problems, the more time we'll all have to deal with RP stuff.
 

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