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Sorry - I think the point was missed...
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<blockquote data-quote="JohnSnow" data-source="post: 2413083" data-attributes="member: 32164"><p>Sorry, but what you're describing here is "roleplaying" or "worldbuilding," not roleplay-gaming. The gaming aspect comes when the roleplaying meets the mechanics.</p><p></p><p></p><p></p><p>True. But the level of detail in the game is relevant to what aspects of the imagined situations are relevant to the <em>game</em> aspect of the "roleplaying game." A situation that is wholly imagined, but lacks mechanical impact is relevant in a roleplaying sense, but not from a game sense.</p><p></p><p>Put another way, the roleplaying and the mechanics combine to create a roleplaying game. For example, in reality, why doesn't everyone just always disarm their opponents in combat? Answer: because disarming someone is harder than just hitting them. However, if it's not harder in game (i.e. mechanical) terms, then the game doesn't reflect that simple statement, and disarming is either more effective or less so than it should be, from a believability sense.</p><p></p><p>That doesn't necessarily mean you "need" an Improved Disarm feat, as maybe your only reflection of "better" in the game is a character with more experience (i.e. higher level). Personally, I like the fact that 2 low-level fighters can have distinctions that have a mechanical impact on the game. I grant C&C's Prime system is a distinct improvement over AD&D in this regard, but I just don't think it's enough.</p><p></p><p> </p><p></p><p>Ah, this may be where we differ. I don't think the rules should "serve the story," they should help to "create" the story. They should serve the RPG experience, which could be loosely referred to as "the game" (which is, I believe, how Psion means the phrase). That may be a subtle semantic distinction, or it may be huge. I feel that the experience of roleplaying games is about combining mechanics and imagination/story elements to create a story that surprises everyone. It's not about the players tromping around in a world entirely of the DM's imagination.</p><p></p><p>YMMV.</p></blockquote><p></p>
[QUOTE="JohnSnow, post: 2413083, member: 32164"] Sorry, but what you're describing here is "roleplaying" or "worldbuilding," not roleplay-gaming. The gaming aspect comes when the roleplaying meets the mechanics. True. But the level of detail in the game is relevant to what aspects of the imagined situations are relevant to the [i]game[/i] aspect of the "roleplaying game." A situation that is wholly imagined, but lacks mechanical impact is relevant in a roleplaying sense, but not from a game sense. Put another way, the roleplaying and the mechanics combine to create a roleplaying game. For example, in reality, why doesn't everyone just always disarm their opponents in combat? Answer: because disarming someone is harder than just hitting them. However, if it's not harder in game (i.e. mechanical) terms, then the game doesn't reflect that simple statement, and disarming is either more effective or less so than it should be, from a believability sense. That doesn't necessarily mean you "need" an Improved Disarm feat, as maybe your only reflection of "better" in the game is a character with more experience (i.e. higher level). Personally, I like the fact that 2 low-level fighters can have distinctions that have a mechanical impact on the game. I grant C&C's Prime system is a distinct improvement over AD&D in this regard, but I just don't think it's enough. Ah, this may be where we differ. I don't think the rules should "serve the story," they should help to "create" the story. They should serve the RPG experience, which could be loosely referred to as "the game" (which is, I believe, how Psion means the phrase). That may be a subtle semantic distinction, or it may be huge. I feel that the experience of roleplaying games is about combining mechanics and imagination/story elements to create a story that surprises everyone. It's not about the players tromping around in a world entirely of the DM's imagination. YMMV. [/QUOTE]
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