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What do you NOT want systems for?
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<blockquote data-quote="Ruin Explorer" data-source="post: 9114977" data-attributes="member: 18"><p>But you can play it without improv-style RP, or indeed in-character talking at all.</p><p></p><p>At least 30-50% of the people I played RPGs with in my teenage years just wouldn't talk in-character (the rest though, it was hard to stop them!). Even to this day one of the people in my main group rarely talks in-character (though once he gets going he can really get on a roll).</p><p></p><p>The kind of improvising that's necessary is thinking on your feet - and a lot of D&D (specifically, as opposed to RPGs in general) actually supports minimizing improvising even in that sense, and simply going for tactical or logical decisions. I think this is quite helpful to D&D actually because people who can't deal well with sort of "you could do anything" RPGs can deal with a bunch of discrete actions and spells listed on their character sheet where they just have to pick one.</p><p></p><p>I think this is actually part of why some players really don't like characters like "simple Fighters" - not are they conceptually dull to a lot of new-to-RPGs players (who usually want to play something "fancier") - but they don't provide the same framework for decisions that a full caster does, for example.</p></blockquote><p></p>
[QUOTE="Ruin Explorer, post: 9114977, member: 18"] But you can play it without improv-style RP, or indeed in-character talking at all. At least 30-50% of the people I played RPGs with in my teenage years just wouldn't talk in-character (the rest though, it was hard to stop them!). Even to this day one of the people in my main group rarely talks in-character (though once he gets going he can really get on a roll). The kind of improvising that's necessary is thinking on your feet - and a lot of D&D (specifically, as opposed to RPGs in general) actually supports minimizing improvising even in that sense, and simply going for tactical or logical decisions. I think this is quite helpful to D&D actually because people who can't deal well with sort of "you could do anything" RPGs can deal with a bunch of discrete actions and spells listed on their character sheet where they just have to pick one. I think this is actually part of why some players really don't like characters like "simple Fighters" - not are they conceptually dull to a lot of new-to-RPGs players (who usually want to play something "fancier") - but they don't provide the same framework for decisions that a full caster does, for example. [/QUOTE]
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