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Community
General Tabletop Discussion
*Dungeons & Dragons
Social Pillar Mechanics: Where do you stand?
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<blockquote data-quote="EzekielRaiden" data-source="post: 9290115" data-attributes="member: 6790260"><p>I want mechanics because absolute freeform "describe an action and roll" is not very interesting <em>gameplay</em> to me. I can do roleplay regardless of whether I am engaging with a meaningful gameplay experience--I have never seen a single rule which could ever take away my ability to roleplay--so for me it's as simple as wanting more engaging gameplay. Rules that actually require tactical consideration, not just "be really persuasive toward your DM."</p><p></p><p>There are analogies I could make, but I won't. It really is just that simple: I want gameplay that is fun in and of itself. "Convince a person that your argument is sound" is not really fun gameplay for me. (Oftentimes, I would barely even call it "gameplay" at all.) The ideal situation, of course, is one where the roleplay-fun is driven by and inseparable from the gameplay-fun, and the gameplay-fun is driven by and inseparable from the roleplay-fun. But as long as both parts are actually fun individually, I can tolerate them not actually directly driving one another.</p><p></p><p>If I wanted "negotiate a result, perhaps with a random roll for spice," I'd play a semi-freeform roleplay, as those invite a broader spectrum of interests. If I wanted just heavily social gameplay without much roleplaying, I'd boot up Vicky3 or CK3. The special, unique thing TTRPGs offer, and in particular that D&D-like games offer, is having gameplay that really matters as gameplay, and roleplay that really matters as roleplay.</p><p></p><p>That's why having actually good gameplay, with balance and interesting rules and effective design etc., is so important to me. If I'm not getting any solid gameplay, I just don't really have a reason to play D&D when I could be getting more of the other stuff instead.</p></blockquote><p></p>
[QUOTE="EzekielRaiden, post: 9290115, member: 6790260"] I want mechanics because absolute freeform "describe an action and roll" is not very interesting [I]gameplay[/I] to me. I can do roleplay regardless of whether I am engaging with a meaningful gameplay experience--I have never seen a single rule which could ever take away my ability to roleplay--so for me it's as simple as wanting more engaging gameplay. Rules that actually require tactical consideration, not just "be really persuasive toward your DM." There are analogies I could make, but I won't. It really is just that simple: I want gameplay that is fun in and of itself. "Convince a person that your argument is sound" is not really fun gameplay for me. (Oftentimes, I would barely even call it "gameplay" at all.) The ideal situation, of course, is one where the roleplay-fun is driven by and inseparable from the gameplay-fun, and the gameplay-fun is driven by and inseparable from the roleplay-fun. But as long as both parts are actually fun individually, I can tolerate them not actually directly driving one another. If I wanted "negotiate a result, perhaps with a random roll for spice," I'd play a semi-freeform roleplay, as those invite a broader spectrum of interests. If I wanted just heavily social gameplay without much roleplaying, I'd boot up Vicky3 or CK3. The special, unique thing TTRPGs offer, and in particular that D&D-like games offer, is having gameplay that really matters as gameplay, and roleplay that really matters as roleplay. That's why having actually good gameplay, with balance and interesting rules and effective design etc., is so important to me. If I'm not getting any solid gameplay, I just don't really have a reason to play D&D when I could be getting more of the other stuff instead. [/QUOTE]
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Social Pillar Mechanics: Where do you stand?
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