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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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<blockquote data-quote="Imaro" data-source="post: 5573221" data-attributes="member: 48965"><p>I'm going to disagree here, I have always subscribed to the idea that the choices one makes in character design should inform the DM on where you want the game to go... including roleplaying wise. If the skills are too broad they don't really give direction or allow players to direct. All IMO of course.</p><p> </p><p></p><p> </p><p>Continuing with the idea above, I think, for some DM's the fact that the skills are so braod gives them no direction into what it is their players are interested in... outside of combat. The player can be as rooted in the game world as he wants, but with reduced means to direct the DM towards what parts of the world a player is interested in... it becomes much harder for being rooted in the gameworld to mean anything.</p><p> </p><p></p><p> </p><p>I think moreso what the abundance of classes and options (which until recently were mostly built around combat) does is send a message to the DM that the fun and most interesting part of the game is combat, since this is where the detail is and one can most differentiate their character thus giving the DM the necessary cues as to what one is interested in, at least as far as combat goes. The problem is that when dealing with the gameworld as a whole, combat is only a small part of it.</p><p> </p><p></p><p>That's true but also just as true is that the DM is not a mind reader and without his facilitation it's hard to root oneself in anything concerning the gameworld.</p></blockquote><p></p>
[QUOTE="Imaro, post: 5573221, member: 48965"] I'm going to disagree here, I have always subscribed to the idea that the choices one makes in character design should inform the DM on where you want the game to go... including roleplaying wise. If the skills are too broad they don't really give direction or allow players to direct. All IMO of course. Continuing with the idea above, I think, for some DM's the fact that the skills are so braod gives them no direction into what it is their players are interested in... outside of combat. The player can be as rooted in the game world as he wants, but with reduced means to direct the DM towards what parts of the world a player is interested in... it becomes much harder for being rooted in the gameworld to mean anything. I think moreso what the abundance of classes and options (which until recently were mostly built around combat) does is send a message to the DM that the fun and most interesting part of the game is combat, since this is where the detail is and one can most differentiate their character thus giving the DM the necessary cues as to what one is interested in, at least as far as combat goes. The problem is that when dealing with the gameworld as a whole, combat is only a small part of it. That's true but also just as true is that the DM is not a mind reader and without his facilitation it's hard to root oneself in anything concerning the gameworld. [/QUOTE]
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General Tabletop Discussion
D&D Older Editions, OSR, & D&D Variants
The "We Can't Roleplay" in 4E Argument
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