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*TTRPGs General
What exactly is "Roleplaying", Do We Think?
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<blockquote data-quote="Balesir" data-source="post: 5812622" data-attributes="member: 27160"><p>You may be right that we just have to agree to disagree, but I don't see this as any sort of "spectrum"; I see both 'diceless' play (in the wider sense of no randomisers or mechanical game system) and 'diceful' play as essentially the same thing: roleplaying going on (ideally) internally to the players closely coupled with a system for resolution.</p><p></p><p>Do the different approaches encourage or "support" different styles of play? Sure they do! But both are structured very similarly in having roleplaying going on internally to each player and resolution systems in operation for changes to the imagined "space" that is shared by all the players.</p><p></p><p>Jargon is an unfortunate side-effect of discussing any topic in depth, but to eschew it entirely is to limit ourselves to vague and contentless discussions. I would rather we discuss it in terms of clear definitions <em>here</em>, and acknowledge that the wider community uses it pretty loosely and, thus, we need to take care when using it as a term.</p><p></p><p>Some while back I viewed this as the ultimate expression of roleplaying, too. I ran a game set in the World of Darkness, but using the Theatrix systems - it was a blast for a while. These days I view it as just one more style to use - one more colour on the pallette, so to speak.</p><p></p><p>If you enjoy it, incidentally, Theatrix is an OOP system worth tracking down for a peek. The author ruffled a few folks with some opinionated posts to rgfa back in the day, but it has some very neat ideas for adding some structure to the processes of running diceless (i.e. no randomisers at all) resolution systems. The concept of a "locus of control" is especially useful, I find.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5812622, member: 27160"] You may be right that we just have to agree to disagree, but I don't see this as any sort of "spectrum"; I see both 'diceless' play (in the wider sense of no randomisers or mechanical game system) and 'diceful' play as essentially the same thing: roleplaying going on (ideally) internally to the players closely coupled with a system for resolution. Do the different approaches encourage or "support" different styles of play? Sure they do! But both are structured very similarly in having roleplaying going on internally to each player and resolution systems in operation for changes to the imagined "space" that is shared by all the players. Jargon is an unfortunate side-effect of discussing any topic in depth, but to eschew it entirely is to limit ourselves to vague and contentless discussions. I would rather we discuss it in terms of clear definitions [I]here[/I], and acknowledge that the wider community uses it pretty loosely and, thus, we need to take care when using it as a term. Some while back I viewed this as the ultimate expression of roleplaying, too. I ran a game set in the World of Darkness, but using the Theatrix systems - it was a blast for a while. These days I view it as just one more style to use - one more colour on the pallette, so to speak. If you enjoy it, incidentally, Theatrix is an OOP system worth tracking down for a peek. The author ruffled a few folks with some opinionated posts to rgfa back in the day, but it has some very neat ideas for adding some structure to the processes of running diceless (i.e. no randomisers at all) resolution systems. The concept of a "locus of control" is especially useful, I find. [/QUOTE]
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