Mishihari Lord said:There's a lot of different ways to roleplay, two of the more prominent being
1) Playing a role through social interaction. The character says what the player says and the world changes as a result. This is fun for a lot of people.
2) Playing a role by making decisions. You make decisions for your character and the world changes as a result. Also fun for a lot of people.
Side A in this discussion likes approach #2 and not #1. They'd rather abstract the result of the social interaction into a summarizing roll and then either roleplay it or not as convenient.
Side B like #1 and #2.
Side A claims side B is wrong, unfair, elitist, cheating, and not real roleplayers.
Side B claims side A is simplistic, inept, and not real roleplayers.
How about we instead recognize that people have different play preferences and that the preferences are legitimate if they're having fun games playing their way. If I play differently than you that doesn't mean either one of us is wrong.
Despite this being an internet message board, it _is_ possible to have a discussion of various play style without name-calling or being judgemental. I'm interested in further discussion of this issue, so I'd rather not see the thread shut down due to name-calling.
Against my better judgement...
No. Wrong. You're oversimplifying the stances. Allow me to explain.
I fully realize that there are different play styles and degrees of roleplaying. My contention previously is that dispensing with the mechanical fallback of social mechanics leaves far too much room for GMs, good and bad, to either make a mistake or cheat their players out of a satisfying experience...for that matter, such problems can end up with the GM not having a satisfying experience.
Social skills, when appropriate, are the great leveller in roleplay - you can have someone who's an excellent player, with a kickass concept, who never slows the game down with rules arguments...but is a poor 'roleplayer'. They just don't grasp the improvisation or the threatrical side of the game. Are these people, who can't 'act' to save their lives, to be penalized by not having the fallback of the mechanics? What about the tyrolean player, who, again, is very excited to be there, wants to participate...and is left floundering by the wayside when the GM pays more attention to the forceful, charismatic player?
Should pure mechanics rule the day? Hardly. If anything, I'm very much in agreement with Henry in his stance - mechanics come in where appropriate. Allowing 'pure' (player-driven without regard to mechanics or character statistics) roleplay to drive the social aspect is, IME, asking...no, begging, for trouble.
As for the 'elitist' stance? Well, as I said, I appreciate the honesty displayed, but I find the attitude repugnant, even if I agree with other ideas that poster's had.