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<blockquote data-quote="Janx" data-source="post: 4961234" data-attributes="member: 8835"><p>We played a lot of combat heavy games in 2e. It' ain't the rules.</p><p></p><p>What's really frightening is that these people think 4e doesn't allow roleplay because they can't make baskets or sing (no craft, profession or perform skills).</p><p></p><p>Generally, I define roleplaying as the social interaction stuff between characters (PC or NPC) and the motivations behind PC's choices and decisions. And properly role-played, the social interaction stuff is driven by the PC's motivations and background. It's usually a self-imposed behaviour guidelines by the player.</p><p></p><p>None of that takes rules. Roleplay can affect combat, but it doesn't mean combat has to suck, or that your PC has to suck at combat.</p><p></p><p>A GM should only prompt players with choices when it appears the group is stuck on what to do. It should be as though the GM were helping a new player.</p><p></p><p>A GM should setup situations and react to what the players do next. He should not actively judge them or determine "Good Choice!" If he wants to follow a "Say Yes" mentality, then this is even more critical, that he simply abjudicate what happens next, in a fashion that allows any reasonable course of action to have a reasonable chance of success.</p><p></p><p>If the GM wants to have a less combat heavy game, he should have fewer foes, and less NPCs running around that heavily armed PCs are motivated to kill.</p><p></p><p>Generally, a murder mystery has little combat. Because the PCs don't know to to kill until the bad guy sends some thugs to take them out, and when they PCs finally catch up to him.</p><p></p><p>A slaver caravan is prime combat material. PCs love killing bad guys, and posing as them to meet the buyer, so they can kill him as well. Armed bad guys is asking the PCs to attack.</p><p></p><p>The GM doesn't know how to GM an RPG. It's just that simple. They do all play with the same principals. You get player behavior based on what your put in front of them. You get a railroad, by not letting the PCs play the game.</p><p></p><p>I can see that adventure sucking if we were playing Vampire. The rules don't matter. The way it was run does.</p></blockquote><p></p>
[QUOTE="Janx, post: 4961234, member: 8835"] We played a lot of combat heavy games in 2e. It' ain't the rules. What's really frightening is that these people think 4e doesn't allow roleplay because they can't make baskets or sing (no craft, profession or perform skills). Generally, I define roleplaying as the social interaction stuff between characters (PC or NPC) and the motivations behind PC's choices and decisions. And properly role-played, the social interaction stuff is driven by the PC's motivations and background. It's usually a self-imposed behaviour guidelines by the player. None of that takes rules. Roleplay can affect combat, but it doesn't mean combat has to suck, or that your PC has to suck at combat. A GM should only prompt players with choices when it appears the group is stuck on what to do. It should be as though the GM were helping a new player. A GM should setup situations and react to what the players do next. He should not actively judge them or determine "Good Choice!" If he wants to follow a "Say Yes" mentality, then this is even more critical, that he simply abjudicate what happens next, in a fashion that allows any reasonable course of action to have a reasonable chance of success. If the GM wants to have a less combat heavy game, he should have fewer foes, and less NPCs running around that heavily armed PCs are motivated to kill. Generally, a murder mystery has little combat. Because the PCs don't know to to kill until the bad guy sends some thugs to take them out, and when they PCs finally catch up to him. A slaver caravan is prime combat material. PCs love killing bad guys, and posing as them to meet the buyer, so they can kill him as well. Armed bad guys is asking the PCs to attack. The GM doesn't know how to GM an RPG. It's just that simple. They do all play with the same principals. You get player behavior based on what your put in front of them. You get a railroad, by not letting the PCs play the game. I can see that adventure sucking if we were playing Vampire. The rules don't matter. The way it was run does. [/QUOTE]
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