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General Tabletop Discussion
*Dungeons & Dragons
Skilled Play, or Role Play: How Do You Approach Playing D&D?
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<blockquote data-quote="Snarf Zagyg" data-source="post: 8155909" data-attributes="member: 7023840"><p>Well, let me elaborate on what exactly I meant in this statement:</p><p><em>In some ways, this is also reflected in the design of adventures; traps and puzzles that are solved by DCs are definitely more conducive to RP, while traps and puzzles that are solved by the player's knowledge tend to be more conducive to the SP scenario.</em></p><p></p><p>In a certain way, <em>skilled play </em>is the player as player, while <em>role play </em>is the player as player character. SP is more about the game <em>qua </em>game, while RP is more about playing D&D to inhabit a role (the real you and the game persona are different). </p><p></p><p>In that manner, adventures that test the player as player involve more skilled play, while adventures that allow you to use you character's abilities to overcome puzzles are more conducive to RP.</p><p></p><p>That doesn't mean that having DCs (for example) means roleplaying! Just that (for example) a puzzle or trap that tests the <em>player </em>tends to be on the spectrum of skilled play scenarios, while puzzles of traps that test the <em>PC</em> tend to allow for more RP scenarios.*</p><p></p><p>Then again, maybe that is incorrect. But that is the thought process behind that statement. I would link that to the difference between older modules (that emphasized skilled play, as I have defined) that newer APs (that do not put as much emphasis on skilled play, as I have defined), but given the interesting directions people have taken this topic, I'm more interested in seeing what other people have to say! <img src="https://cdn.jsdelivr.net/joypixels/assets/8.0/png/unicode/64/1f642.png" class="smilie smilie--emoji" loading="lazy" width="64" height="64" alt=":)" title="Smile :)" data-smilie="1"data-shortname=":)" /></p><p></p><p></p><p>*In the context of D&D. Other systems that aren't as crunch heavy do just fine without this.</p></blockquote><p></p>
[QUOTE="Snarf Zagyg, post: 8155909, member: 7023840"] Well, let me elaborate on what exactly I meant in this statement: [I]In some ways, this is also reflected in the design of adventures; traps and puzzles that are solved by DCs are definitely more conducive to RP, while traps and puzzles that are solved by the player's knowledge tend to be more conducive to the SP scenario.[/I] In a certain way, [I]skilled play [/I]is the player as player, while [I]role play [/I]is the player as player character. SP is more about the game [I]qua [/I]game, while RP is more about playing D&D to inhabit a role (the real you and the game persona are different). In that manner, adventures that test the player as player involve more skilled play, while adventures that allow you to use you character's abilities to overcome puzzles are more conducive to RP. That doesn't mean that having DCs (for example) means roleplaying! Just that (for example) a puzzle or trap that tests the [I]player [/I]tends to be on the spectrum of skilled play scenarios, while puzzles of traps that test the [I]PC[/I] tend to allow for more RP scenarios.* Then again, maybe that is incorrect. But that is the thought process behind that statement. I would link that to the difference between older modules (that emphasized skilled play, as I have defined) that newer APs (that do not put as much emphasis on skilled play, as I have defined), but given the interesting directions people have taken this topic, I'm more interested in seeing what other people have to say! :) *In the context of D&D. Other systems that aren't as crunch heavy do just fine without this. [/QUOTE]
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