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What exactly is "Roleplaying", Do We Think?
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<blockquote data-quote="Balesir" data-source="post: 5813381" data-attributes="member: 27160"><p>Likewise: for both you and [MENTION=42582]pemerton[/MENTION] my 'XP drop light' only sporadically goes green...</p><p></p><p>I don't agree with the specifics, here, sorry. "Acting" is playing a <em>part</em>, not playing a <em>role</em>. Improv acting may get close, but there you start to get "conventions" that have a similar role to "systems" (if I understand improv correctly).</p><p></p><p>I would say "closely coupled" rather than "integrated". This very phrase:</p><p></p><p>"Spitting out moves in a robotic fashion <strong>is not a viable use of these mechanics</strong>"</p><p></p><p>...breaks down to show what I mean. The "robotic fashion" may not be not a <em><strong>viable</strong></em> use of the mechanics - but it is a <em>possible</em> use of them, because they are separate from what comes before. Both "robotic spitting out" or "speaking your part" are uses of "<em><strong>these</strong></em> mechanics" because other mechanics are possible with either prelude.</p><p></p><p>As I would describe it, one prelude involves roleplaying, the other might or might not - but the mechanic - either this one or another one - sits seperately from that.</p><p></p><p>I don't know enough of Apocalypse World to comment on this, really. It sounds like an admonition to do things a specific way for this game, rather than a definition of "what roleplaying is", to me, but that may be simply this section of text taken out of its context (of which I am ignorant).</p><p></p><p>Right - which argues, once again, for the split I am advocating, here. "Roleplaying" is something the <strong><em>player</em></strong> does; "driving the system" is something the <strong><em>character's</em></strong> (intended) actions do. Hence the split: the player, roleplaying the character, decides what the character's intentions are, then the characters (attempted) actions invoke the system. The change in the character's situation in the game world then informs further roleplaying, and thus the two things are closely coupled.</p><p></p><p>The decision to stake your fiancee (or not) is roleplaying; whether this means you get the soldiers or lose the fiancee will be at least partly decided by system (because it will not entirely be resolved by character decisions).</p><p></p><p>Heh, well, the 3E method of handling social skills generally (and diplomacy especially) were just bad from every angle... No argument, there.</p></blockquote><p></p>
[QUOTE="Balesir, post: 5813381, member: 27160"] Likewise: for both you and [MENTION=42582]pemerton[/MENTION] my 'XP drop light' only sporadically goes green... I don't agree with the specifics, here, sorry. "Acting" is playing a [I]part[/I], not playing a [I]role[/I]. Improv acting may get close, but there you start to get "conventions" that have a similar role to "systems" (if I understand improv correctly). I would say "closely coupled" rather than "integrated". This very phrase: "Spitting out moves in a robotic fashion [B]is not a viable use of these mechanics[/B]" ...breaks down to show what I mean. The "robotic fashion" may not be not a [I][B]viable[/B][/I] use of the mechanics - but it is a [I]possible[/I] use of them, because they are separate from what comes before. Both "robotic spitting out" or "speaking your part" are uses of "[I][B]these[/B][/I] mechanics" because other mechanics are possible with either prelude. As I would describe it, one prelude involves roleplaying, the other might or might not - but the mechanic - either this one or another one - sits seperately from that. I don't know enough of Apocalypse World to comment on this, really. It sounds like an admonition to do things a specific way for this game, rather than a definition of "what roleplaying is", to me, but that may be simply this section of text taken out of its context (of which I am ignorant). Right - which argues, once again, for the split I am advocating, here. "Roleplaying" is something the [B][I]player[/I][/B] does; "driving the system" is something the [B][I]character's[/I][/B] (intended) actions do. Hence the split: the player, roleplaying the character, decides what the character's intentions are, then the characters (attempted) actions invoke the system. The change in the character's situation in the game world then informs further roleplaying, and thus the two things are closely coupled. The decision to stake your fiancee (or not) is roleplaying; whether this means you get the soldiers or lose the fiancee will be at least partly decided by system (because it will not entirely be resolved by character decisions). Heh, well, the 3E method of handling social skills generally (and diplomacy especially) were just bad from every angle... No argument, there. [/QUOTE]
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