Darth Solo
Explorer
Wow.
The Six Cultures of Play is gibberish: the author suggests there's six cultures of play then also notes that someone who plays TTRPGs might belong to one or more cultures - which excuses how the author's descriptions of the six cultures tend to overlap (is "Classic" like "Trad" or "Trad" like "OSR" or "OSR" like "Classic"?)
You wrote:
How does 'RP happen independently of the game you're doing it in' and are you referring to any kind of game or just TTRPGs?
You wrote:
The Six Cultures of Play is gibberish: the author suggests there's six cultures of play then also notes that someone who plays TTRPGs might belong to one or more cultures - which excuses how the author's descriptions of the six cultures tend to overlap (is "Classic" like "Trad" or "Trad" like "OSR" or "OSR" like "Classic"?)

You wrote:
Firstly, how do you define your use of the word "mechanics" here? Also, how do you define the word "roleplaying" as you're using it here?The key I think, was that my background had primed me to not use mechanics to anchor my roleplay, and instead the system fit neatly to emulate physical space and conflict and answer the question of "should my character be able to do the thing." But it also needs to be said that despite a lack of mechanics that explicitly support roleplaying, my games were very much about roleplaying
How does 'RP happen independently of the game you're doing it in' and are you referring to any kind of game or just TTRPGs?
You wrote:
Why isn't it easier to RP a thief when the game provides rules regarding what thieves DO? How do rules designed to inform a player of their character's abilities 'get in the way' of RP? Along this line, does being taught how to swim interfere with the act of swimming?you don't need a game that produces heist fiction (thinking of Blades in the Dark) so much as you need a game where you can create a character who is a thief and lets them exist in that kind of thematic space, even if she doesn't actually pull of heists as often