D&D General Styles of D&D Play

Roleplay is not acting, its making decisions from the perspective of the character. Acting is just a tool to present those decisions. But if you not trained, its perfectly fine to just do not act.

If you introduce mechanics like that you shift free decision making to rolling and game systems. It can be fun, but IMO is not roleplaying.

Roleplay is acting. Acting as the character's perspective.

However this is not easy for everyone.

We constantly get questions of the difference between a Halfling and a gnome, an orc and a goblin, a cleric and a warlock, a wizard and sorcerer, a fighter and a warlord, etc.

Then you have character stats being different from the players.

Then you get into how many players do not familiarize themselves with setting lore.

Then you get to personality differences.

Freeform Roleplay is essentially Method Acting. And everyone ain't good at that.

Hence mechanical systems.
 

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Roleplay is acting. Acting as the character's perspective.

However this is not easy for everyone.

We constantly get questions of the difference between a Halfling and a gnome, an orc and a goblin, a cleric and a warlock, a wizard and sorcerer, a fighter and a warlord, etc.

Then you have character stats being different from the players.

Then you get into how many players do not familiarize themselves with setting lore.

Then you get to personality differences.

Freeform Roleplay is essentially Method Acting. And everyone ain't good at that.

Hence mechanical systems.
So because people don't live up to your standards of role play, we should replace it with rollplay? :rolleyes:
 


So because people don't live up to your standards of role play, we should replace it with rollplay? :rolleyes:
Did I say that?

I said some people make characters they cannot get into the heads of.

So for those people, they are better served with Rollplay.

I can keep saying Roleplay and Roleplay are both valid and somehow that offends?
 
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Freeform Roleplay is essentially Method Acting. And everyone ain't good at that.

No, it is not.

Method Acting is one specific approach to acting in which, among other things, actors try to use (indeed, re-live) their own emotional experiences to bring them closer to the emotional state of the characters they portray. Method acting specifically seeks to have the actor go beyond imitation of the person they represent, but to have the actor experience the same things the character does, as much as was possible.

In effect, method acting aims for "reverse bleed" - inducing an emotional state in the actor that is then used in portraying the character.

This is in no way generally true of freeform roleplay, which makes no claims on the emotional state of the player. I suppose someone could freeform roleplay using techniques from Method Acting, but given how few discussions of such appear on these boards or other roleplay discussion venues, I don't believe it is common.
 

I always thought Method Acting was the attempt by the actor to "become" that character. To live that character. To make inhabiting that character's mindspace the primary mindspace of the actor. The emotional state of the actor is meant to emulate the emotional state of that character to the best of that actor's ability. Is that wrong?

Because if it's not wrong, then it seems to be a pretty close analogue to what people say is the best part of free form role play - inhabiting the character's mindspace and not "taking them outside" through things like the imposition of mechanics.

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Now, the whole "churn" argument, I find rather baseless. There's just zero evidence of it. We simply do not know.

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Wait ... so we've gone from the rules that support the game out of combat that I use all the time not really existing ...
The irony here is rather delicious. You flat out tell others that they are doing 4e skill challenges wrong, because you had poor experiences with the skill challenges and when you're told that others have good experiences with them and how they had good experiences with them, they are dismissed as "changing the rules" or "not doing what the book says." It's not possible to have a good experience in 4e skill challenges if you follow the mechanics. But, when you're in turn told that people are having poor experiences with the mechanics in the 5e DMG, it's their fault, not possibly the fault of the mechanics, because you have good experiences with those mechanics.

Irony is tasty.
 

I always thought Method Acting was the attempt by the actor to "become" that character. To live that character. To make inhabiting that character's mindspace the primary mindspace of the actor. The emotional state of the actor is meant to emulate the emotional state of that character to the best of that actor's ability. Is that wrong?

Because if it's not wrong, then it seems to be a pretty close analogue to what people say is the best part of free form role play - inhabiting the character's mindspace and not "taking them outside" through things like the imposition of mechanics.

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Now, the whole "churn" argument, I find rather baseless. There's just zero evidence of it. We simply do not know.

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The irony here is rather delicious. You flat out tell others that they are doing 4e skill challenges wrong, because you had poor experiences with the skill challenges and when you're told that others have good experiences with them and how they had good experiences with them, they are dismissed as "changing the rules" or "not doing what the book says." It's not possible to have a good experience in 4e skill challenges if you follow the mechanics. But, when you're in turn told that people are having poor experiences with the mechanics in the 5e DMG, it's their fault, not possibly the fault of the mechanics, because you have good experiences with those mechanics.

Irony is tasty.

I quoted the relevant rules from the 4E DMG and linked to the page I found them on. If I missed something let me know. Until then, I stand by what I said if you follow the rules. I don't care how you ran it.
 

People sometimes claim that Dungeons & Dragons only supports a narrow range of play styles, but that is not my experience. I've seen the D&D rules used to support a variety of games, and as a DM, you should comprehend this versatility and use it to your advantage. Along the way, you should figure out not only your preferred style but also your group's preferences. In this article, I'll explain some of the different styles of play I've encountered.
The thing is that there's a difference between "The game makes it easier to do this", "You can do this and the mechanics do nothing to help.", and finally "You can try to do this but the game mechanics will fight you every step of the way." To most people something is only supported if it is in the first category. And if freeform does it better and the rules get in the way I'd consider D&D hinders it.

Hack-and-Slash​

In this popular style of play, the game centers around combat. Characters battle one monster after another, with little thought given to the non-martial elements of the game. It's thrilling for players who love battle scenes and immediate action, and this style is often where younger players begin with D&D. However, it can become monotonous over time, and most experienced players seek deeper experiences.
This is clearly a supported play style. About half the D&D character sheet is about combat.

Problem-Solving​

This style of play is aimed squarely at the thinkers. It encourages players to employ problem-solving skills to overcome various intellectual challenges. These could include things such as mysteries, logic puzzles, and riddles. Problem-solving can also include circumventing lethal traps, neutralizing weird tricks, and locating valuable items or important places. One standard framing device is the so-called "funhouse" dungeon, full of puzzles and tricks.
This is clearly a possible play style. How much having ready made solutions in the form of spells supports problem solving and how much it hinders it by making certain problems irrelevant is an interesting question - but in general when you are problem solving you are ignoring almost all the rules of D&D, making it effectively little more than freeform other than some codified tools.

Character Driven​

Here, the social or role-playing aspects of the game are at the forefront. Players immerse themselves in their characters, prioritizing character development over killing monsters, gaining loot, and leveling up. Many sessions can pass in such games without a sword drawn or a blow struck. Players often devise dramatic arcs for their characters and spend the sessions progressing this arc by interacting with each other and various NPCs.
This is clearly a possible play style which D&D does very little to support other than providing classes, subclasses, and a randomiser. Freeform is in general better. Meanwhile there are games that support characters leaning into their flaws much more by making it other than something that you are doing knowing it's stupid rather than are being tempted to do so.

(Edit: There is an almost vestigial ideals/flaws/bonds/whatever system that shows one of the many things that could support character driven play - but as mentioned it's almost vestigial and doesn't in my experience have nearly enough weight to not be swamped by everything else).

Historical Simulation​

This style focuses on recreating specific historical periods, often with minimal supernatural elements. Players might experience medieval England, ancient Rome, or even World War II! The session's goal is often to experience a critical historical moment, such as the assassination of Caesar or the D-Day landings. This style, though rare in my experience, is enjoyed by those already steeped in the history of an era. I've also seen it used in educational settings.
Things like Hit Points allowing consequence-free violence, and Magic are written deeply into the rules of D&D. Historical Simulation is possible, but the D&D rules actively get in the way. This is a hindered playstyle.

Slapstick​

This style of play is light-hearted and humorous, filled with anachronisms, satire, and dreadful puns. It features bizarre scenarios and characters that often parody contemporary culture. While enjoyable in short bursts, this style can soon overstay its welcome.
This I would say is a tone not a play style. D&D does however lightly support slapstick because unless someone dies the violence is largely consequence free - but it also hinders slapstick by being a slow and complex game. I would say it is a possible playstyle.

Monty Haul​

In a Monty Haul game, characters receive vast amounts of loot or levels with little correlation of risk to reward. Characters advance rapidly during these games and soon find themselves capable of facing mighty foes. This style appeals to some players, especially those with limited time and a desire to experience the game's higher levels. However, such easy advancement can cheapen the gaming experience, and "Monty Haul" has historically been used as a term of derision.
This is a supported play style; D&D contains a whole lot of loot for no other purpose than to give out to players.

Tactical​

This style is about employing optimal strategy and tactics within a well-defined rules framework. Players who favor this type of play often spend much time optimizing their character builds, and games consist of a series of set-piece battles. Tactical games are similar to hack-and-slash games, but differ in their focus on rules mastery.
This is a complex one - and I'm going to judge it possible in 5e although I would have said that all editions before 5e support one of two styles of tactical play.
  • Tactical within the fight is supported by 3.X and 4e with a focus on tactical positioning and where you are with respect to each other and how you move. 5e deliberately deprecates this to make theatre of the mind easier.
  • Tactical in setting up the fight is supported by 3.X and earlier where hit points were much lower and the reward for getting off the first attack was much higher. The tactics were about setting up the ambushes and getting advantages before the fights start - but 4e and 5e have bloated hit points to minimise random deaths and in 4e's case to support tactics within the fight

Political​

This game style involves players in political intrigue and power struggles. Scenarios can range from momentous events, such as negotiating treaties between empires, to minor conflicts, like settling disagreements between market vendors. Characters spend sessions interacting with NPCs, researching background information, and devising ways to create leverage in negotiations.
5e does absolutely nothing at all to support this - and has significant numbers of rules that at least weigh things down. Freeform does it better - so hindered.

Mixing It Up​

It is standard practice to borrow elements from multiple styles for your game, using variety to maintain interest and keep things fresh. For example, the best classic dungeon crawls contain hack-and-slash, problem-solving, and even political elements (such as negotiations between dungeon factions). Even when the group prefers a play style, it is a good idea to switch things up with a different style occasionally. For example, after your tactical group completes a long adventure involving numerous set-piece battles, you might have a session featuring a banquet and focused purely on character development.
This I'm rating as unclassified.
Each style has its unique charm and challenges. As a DM, you should strive to understand and use these different types of play to ensure a fulfilling and enjoyable gaming experience for all players.
And there's a reason that I'm not running 5e with either of my gaming groups at the moment. There are some playstyles (such as escalating chaos) that 5e is worse than useless for because everything is on a pass/fail scale, and the amount of playstyles actively supported is minimal. You can do a lot of playstyles in 5e but you're doing them despite the rules rather than actively supported by them.
 
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No, it is not.

Method Acting is one specific approach to acting in which, among other things, actors try to use (indeed, re-live) their own emotional experiences to bring them closer to the emotional state of the characters they portray. Method acting specifically seeks to have the actor go beyond imitation of the person they represent, but to have the actor experience the same things the character does, as much as was possible.
Emotion memory is only one tool in Method Acting. Actual emotional memory might be hard as players often play humaniods who are not human and have fantastical cultures, histories, and lifestyles.

Not to mention that Freeform Roleplay can get to metagamey areas whether you do RP with final skill checks or not. I've witness many sub-9 INT geniuses, suave smoothtalkers with CHA dumped, and PC not fitting their wisdom score.

I quoted the relevant rules from the 4E DMG and linked to the page I found them on. If I missed something let me know. Until then, I stand by what I said if you follow the rules. I don't care how you ran it.
Page 75 of the 4e DMG states that players don't know all their skills of a challenge.
Page 85 of the 4e DMG states alternate rewards for suceesful skill checks.

The DMG1 and DMG2 even go on to say that skill challenges are supposed to be multifaceted and not something you can spam one skill over and over.

Like I stated before most people did skill challenges wrong. Most DMs would have been better copying the example challenges until they figured it out.
 

Emotion memory is only one tool in Method Acting. Actual emotional memory might be hard as players often play humaniods who are not human and have fantastical cultures, histories, and lifestyles.

Not to mention that Freeform Roleplay can get to metagamey areas whether you do RP with final skill checks or not. I've witness many sub-9 INT geniuses, suave smoothtalkers with CHA dumped, and PC not fitting their wisdom score.

Page 75 of the 4e DMG states that players don't know all their skills of a challenge.
Page 85 of the 4e DMG states alternate rewards for suceesful skill checks.

The DMG1 and DMG2 even go on to say that skill challenges are supposed to be multifaceted and not something you can spam one skill over and over.

Like I stated before most people did skill challenges wrong. Most DMs would have been better copying the example challenges until they figured it out.

Of course you had to use different skills that was part of the text I provided. As far as other skills, yes you could use them, but the guidance was to make the DC hard.

I quoted the text, people ran it as written and it was pure rollplay. Just being able to use a different skill doesn't change anything. About the only thing what people have done is give someone advantage on a roll.

The basic formula didn't change, X successes before 3 failures. It was rollplay which, for me and the people I played with, sucked the life out of the game.
 

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