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The need for social skills in D&D
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<blockquote data-quote="Mallus" data-source="post: 3310947" data-attributes="member: 3887"><p>You can think of your character any way you like... how you can <em>play</em> them is another story....</p><p></p><p></p><p>Nice sentiment, but not really relevant here, besides, your personal limits circumscribe your imagination. </p><p></p><p></p><p>No, I get that. I really do. In the M&M game I'm in I play a chubby Latino kid from LA who's the Egyptian God of Mexican Wrestling. Also, a Catholic.</p><p></p><p>In real life I am none of those things. </p><p> </p><p></p><p>Because ultimately, D&D is a game, not just an exercise in adolescent power-fantasizing (wait, I say that with love). All games involve skill... </p><p></p><p>...unless, of course, they don't. But then if that's the case why would you play? </p><p> </p><p>Let me ask you this: What do you think the role of player skill should be?</p><p></p><p>You could just <em>talk</em>... </p><p></p><p>I find it ironic that people want to simulate the one thing in RPG's you don't actually have to.</p><p></p><p></p><p>Actually, I don't remove the die roll. Not entirely. My players can roll if they want to.</p><p></p><p></p><p>That's a valid criticism and I don't really have an answer for it. It isn't fair. But I decided a long time ago that when I DM, I'm not going to discourage player input. I'm not going to quibble over whether an INT 8 PC could come up with the plan their player described, or if a CHR 6 half-orc PC could deliver the persuasive speech that just rolled off of their players tongue. </p><p></p><p>I want to encourage creative <em>play</em> from engaged players. If that means the characters actions don't always map to their written abilities, so be it. </p><p></p><p>It <em>is</em> just a game, after all. </p><p></p><p></p><p>Again, I will accept a die roll to resolve a social encounter. I'll also resolve encounters by dice-free roleplaying, because sometimes that's more fun. </p><p></p><p></p><p>Why? </p><p></p><p>If the players are happy running on pure narrative, just telling the DM their actions and listening to the results, why do dice have to be involved?</p></blockquote><p></p>
[QUOTE="Mallus, post: 3310947, member: 3887"] You can think of your character any way you like... how you can [i]play[/i] them is another story.... Nice sentiment, but not really relevant here, besides, your personal limits circumscribe your imagination. No, I get that. I really do. In the M&M game I'm in I play a chubby Latino kid from LA who's the Egyptian God of Mexican Wrestling. Also, a Catholic. In real life I am none of those things. Because ultimately, D&D is a game, not just an exercise in adolescent power-fantasizing (wait, I say that with love). All games involve skill... ...unless, of course, they don't. But then if that's the case why would you play? Let me ask you this: What do you think the role of player skill should be? You could just [i]talk[/i]... I find it ironic that people want to simulate the one thing in RPG's you don't actually have to. Actually, I don't remove the die roll. Not entirely. My players can roll if they want to. That's a valid criticism and I don't really have an answer for it. It isn't fair. But I decided a long time ago that when I DM, I'm not going to discourage player input. I'm not going to quibble over whether an INT 8 PC could come up with the plan their player described, or if a CHR 6 half-orc PC could deliver the persuasive speech that just rolled off of their players tongue. I want to encourage creative [i]play[/i] from engaged players. If that means the characters actions don't always map to their written abilities, so be it. It [i]is[/i] just a game, after all. Again, I will accept a die roll to resolve a social encounter. I'll also resolve encounters by dice-free roleplaying, because sometimes that's more fun. Why? If the players are happy running on pure narrative, just telling the DM their actions and listening to the results, why do dice have to be involved? [/QUOTE]
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