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Should Roleplay Determine Character Advancement?
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<blockquote data-quote="onedtwelve" data-source="post: 5479584" data-attributes="member: 6671274"><p>My question is simple in theory. Should roleplay determine character advancement? What I mean is, should roleplay be the only thing that determines character advancement? Should XP and other mechanical means of advancing characters be thrown out and replaced with roleplay only advancement?</p><p></p><p>For example, a player fights and kills five goblins, but that makes no difference on how far his character advances. Instead, he is judged by whether he stayed in character during the combat.</p><p></p><p>A player uses his character's skills to get past a trap, but does not advance because of that. Instead, he is judged by how he used his skills to get past the trap and whether he did what his character would do.</p><p></p><p>This would, hopefully, encourage players to make well thought out characters with actual personalities instead of relying on their numbers to get them through every situation. What I want to know is - is this a good way to measure character advancement? Should XP be thrown out for a more roleplay focused advancement methods?</p><p></p><p>What do you think? Is this a good idea, or is traditional XP advancement a better mechanic, or are they uncomparable? Is it apples and oranges? Does this idea downplay roleplaying and turn it into just another mechanic to take advantage of; is it not well-guided enough to function properly or without bias?</p></blockquote><p></p>
[QUOTE="onedtwelve, post: 5479584, member: 6671274"] My question is simple in theory. Should roleplay determine character advancement? What I mean is, should roleplay be the only thing that determines character advancement? Should XP and other mechanical means of advancing characters be thrown out and replaced with roleplay only advancement? For example, a player fights and kills five goblins, but that makes no difference on how far his character advances. Instead, he is judged by whether he stayed in character during the combat. A player uses his character's skills to get past a trap, but does not advance because of that. Instead, he is judged by how he used his skills to get past the trap and whether he did what his character would do. This would, hopefully, encourage players to make well thought out characters with actual personalities instead of relying on their numbers to get them through every situation. What I want to know is - is this a good way to measure character advancement? Should XP be thrown out for a more roleplay focused advancement methods? What do you think? Is this a good idea, or is traditional XP advancement a better mechanic, or are they uncomparable? Is it apples and oranges? Does this idea downplay roleplaying and turn it into just another mechanic to take advantage of; is it not well-guided enough to function properly or without bias? [/QUOTE]
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