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What do you do beyond combat?
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<blockquote data-quote="nato" data-source="post: 2621855" data-attributes="member: 11438"><p>Thanks for so many good replies everyone. A lot of things to think about.</p><p></p><p>It sounds like talking to people is a big part of it. I have to wonder if having mechanics like charisma and diplomacy/bluff skills serves this very well. It seems tough to tell where the line is between those in-game numbers and real-life talking rp skills is drawn. I'm also not sure if my thespian skills (which = 0) are up to it.</p><p></p><p>Other than talking, it looks like planning, puzzles/obstacles, and building things (from mechs to empires - in game acheivement) are good avenues. Maybe intellectual challenges is the common thread (in that sense, I think combat COULD be on the list, if it was interesting tactical decisions and not just lots of "I attack" turns). One thing that also occurs to me is that the building things type takes a lot of ability to care about the game and take it seriously.</p><p></p><p>SOME rpgs are mostly combat rules? Which major ones aren't? I'd be interested to look into them. I think I heard that the Vampire ones just use rock/paper/scissors for combat, so I guess those. Ok I'll revise my statement to non-LARP rpgs. Seems to me the combat chapter (and its dependencies) is always the bulk of the book.</p></blockquote><p></p>
[QUOTE="nato, post: 2621855, member: 11438"] Thanks for so many good replies everyone. A lot of things to think about. It sounds like talking to people is a big part of it. I have to wonder if having mechanics like charisma and diplomacy/bluff skills serves this very well. It seems tough to tell where the line is between those in-game numbers and real-life talking rp skills is drawn. I'm also not sure if my thespian skills (which = 0) are up to it. Other than talking, it looks like planning, puzzles/obstacles, and building things (from mechs to empires - in game acheivement) are good avenues. Maybe intellectual challenges is the common thread (in that sense, I think combat COULD be on the list, if it was interesting tactical decisions and not just lots of "I attack" turns). One thing that also occurs to me is that the building things type takes a lot of ability to care about the game and take it seriously. SOME rpgs are mostly combat rules? Which major ones aren't? I'd be interested to look into them. I think I heard that the Vampire ones just use rock/paper/scissors for combat, so I guess those. Ok I'll revise my statement to non-LARP rpgs. Seems to me the combat chapter (and its dependencies) is always the bulk of the book. [/QUOTE]
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