Micah Sweet
Level Up & OSR Enthusiast
Central Coast, if that makes any difference.Sorry, I grew up in Central California, and I found it to be a hellhole in nearly every possible way. But different strokes!
Central Coast, if that makes any difference.Sorry, I grew up in Central California, and I found it to be a hellhole in nearly every possible way. But different strokes!
Oh, never mind! I thought you were talking about the Central ValleyCentral Coast, if that makes any difference.
Why wouldn't the players be the ones to decide what's appropriate?
Sharp or fuzzy line, if you can say "Roleplay" is a separate thing from playing a roleplaying game, that you must disengage from the game itself, in order to really roleplay, then I have to disagree. The playing of a roleplaying game is roleplaying. You do not need to pause the game and override it's resolution systems to roleplay. I mean, it may just be a bad game and avoiding it's resolution systems may be a good idea, but it's not necessary to do so in order to roleplay.Sharp line no, but there is a line, and that line makes up the difference between a cohesive experience and an incoherent one.
Now, Roleplay is interactive, no doubt, but it isn't mechanical and fundamentally can't be when you get down to it (hence why social mechanics always tend to fail), and without mechanics, you're not actually creating a game.
And that sounds like a completely different sentiment than the above.Mechanics can generate stories all on their own, without needing to force and hamfist the narrative.
So in that light, I would judge Story First/Story Now type stuff as being a fundamental misuse of the medium, which yet again loops back to my comments on innovation and how mechanics are being held back. Better mechanics will do more for a game to tell stories than trying to force it will.
Really? Where? I live in Japan, which has raised the notion of insincere conversation to an art form. Korea as well. I’ve travelled pretty extensively in Asia actually and if anything, it’s even more pronounced than in the US.Other countries seem to manage just fine in their social lubrication, sometimes even better, without the inane and insincere small talk people in the US seem find so necessary.
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Really? Where? I live in Japan, which has raised the notion of insincere conversation to an art form. Korea as well. I’ve travelled pretty extensively in Asia actually and if anything, it’s even more pronounced than in the US.
Sharp or fuzzy line, if you can say "Roleplay" is a separate thing from playing a roleplaying game, that you must disengage from the game itself, in order to really roleplay, then I have to disagree.
Rather, the line, there, between roleplaying by playing the game and disengaging from the game to roleplay without reference to rules or mechanics, is the line between TTRPG and Freestyle RP. Both are roleplaying, one is a game, the other is not, it's an exercise in improvisation or some such.
Yep. Germanic and Nordic countries seem to have successfully killed small talk. And they’re ranked as some of the happiest countries. I’m sure it’s more due to universal healthcare, lack of guns, and fractionally less insane politics than lack of small talk, but as someone who despises small talk, I’ll gladly say it’s part of the reason.I've worked with some Danish folks. Not to say they are rude, but even for IT folks they are incredibly blunt and direct. I dont know if that translates to their daily non-work life, but we were (on the project team) told that it would be like that, so there may be some level of truth to it.
I suspected as much since the end of your post seemed to be saying the opposite of the beginning, to me, but I thought I'd try....As said, you don't seem to be following what Im saying.
That's what I got out of this:Did I say you have to disengage from roleplay to engage with a game?
Sorry I misunderstood. What were you trying to say, there?Now, Roleplay is interactive, no doubt, but it isn't mechanical and fundamentally can't be when you get down to it (hence why social mechanics always tend to fail), and without mechanics, you're not actually creating a game.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.