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<blockquote data-quote="Frosty" data-source="post: 220486" data-attributes="member: 5098"><p>To me an important part of role-playing is character development. Not only development statwise. A good role-playing scenario makes the player's ask and answer questions about their characters. Questions like what makes them tick, what they fear and what they cherish.</p><p></p><p>Your half-orc is a bit too static in my opinion to be a great character. Sure, he is devout but it seems he is geared towards combat. A great character is a multi-layered character, not simply an excuse to fight battles. Why is the half-orc so devout? And if he is so good as to be a paladin does he ever have doubts about killing? Does he ever re-evaluate his views on ultimate goodness?</p><p></p><p>I realise that you enjoyed that character immensly and I'm happy for that. However, I know from experience that there can be much more to role-playing than that.</p><p></p><p>It seems that the general view on role-playing in a D&D-setting is the possibility to talk the party through a gruesome situation but there is more to role-playing than that.</p><p></p><p>You don't have to design a warrior to fight battles. You'll see plenty of combat anyway in this game, believe me. Look at a simple character as Luke Skywalker. He is not very profound but still he is more interesting than most characters with the same background. "Yeah, my family was killed by evil so now I try to eradicate every trace of evil in the world with my sword. There is this really cool prophesy that holds true that I one day will win." The reason for Luke being more interesting might be due to Yoda testing him. Luke learns that by destroying evil he risks becoming evil himself.</p><p></p><p>I find it difficult to provide D&D examples for what role-playing is about since such opportunities are so scarce in D&D but I'll use an example from Vampire the Masquerade instead.</p><p></p><p>In the series The Giovanni Chronicles the characters frequently find themsleves in situations were they need to answer to who they are. In the first adventure (The Last Supper) the characters are invited to a dinner. In and around this supper they are being interviewed by different vampires who may or may not become their mentors. The characters are put to some pretty nasty tests. Most test revolves around talking but their are some tests that requires action. Still, the adventure provides ample opportunity to hack and slay.</p><p></p><p>In the second adventure Blood and Fire the characters come to an old castle. The castle is inhabited by vampires with a different outlook on undeath. Those vampires try to recruit the characters. Again the characters are put to the test. I found that the answers had changed quite dramatically in some cases but in others the changes were more subtle and pretty disturbing too.</p><p></p><p>Words or diplomacy aren't always necessary to "role-play". Action might work just as well. The trick (for the DM) is to ask a question that can be answered with a swift kick to the head.</p><p></p><p>Oh. I've got a good example for you. Freeport. Spoilers ahead...</p><p>.</p><p>.</p><p>.</p><p></p><p>At one time we were invited to a party of sorts for the most influential people in Freeport. There must have been a dozen or so NPCs who were very anxious to know what the character's agenda was. They also found time to explain their situation in town politics. Even though this scene was mostly about talking the author managed to squeeze in a few combat opportunities as well. (It might have been my DM, mind you. I haven't read it.)</p></blockquote><p></p>
[QUOTE="Frosty, post: 220486, member: 5098"] To me an important part of role-playing is character development. Not only development statwise. A good role-playing scenario makes the player's ask and answer questions about their characters. Questions like what makes them tick, what they fear and what they cherish. Your half-orc is a bit too static in my opinion to be a great character. Sure, he is devout but it seems he is geared towards combat. A great character is a multi-layered character, not simply an excuse to fight battles. Why is the half-orc so devout? And if he is so good as to be a paladin does he ever have doubts about killing? Does he ever re-evaluate his views on ultimate goodness? I realise that you enjoyed that character immensly and I'm happy for that. However, I know from experience that there can be much more to role-playing than that. It seems that the general view on role-playing in a D&D-setting is the possibility to talk the party through a gruesome situation but there is more to role-playing than that. You don't have to design a warrior to fight battles. You'll see plenty of combat anyway in this game, believe me. Look at a simple character as Luke Skywalker. He is not very profound but still he is more interesting than most characters with the same background. "Yeah, my family was killed by evil so now I try to eradicate every trace of evil in the world with my sword. There is this really cool prophesy that holds true that I one day will win." The reason for Luke being more interesting might be due to Yoda testing him. Luke learns that by destroying evil he risks becoming evil himself. I find it difficult to provide D&D examples for what role-playing is about since such opportunities are so scarce in D&D but I'll use an example from Vampire the Masquerade instead. In the series The Giovanni Chronicles the characters frequently find themsleves in situations were they need to answer to who they are. In the first adventure (The Last Supper) the characters are invited to a dinner. In and around this supper they are being interviewed by different vampires who may or may not become their mentors. The characters are put to some pretty nasty tests. Most test revolves around talking but their are some tests that requires action. Still, the adventure provides ample opportunity to hack and slay. In the second adventure Blood and Fire the characters come to an old castle. The castle is inhabited by vampires with a different outlook on undeath. Those vampires try to recruit the characters. Again the characters are put to the test. I found that the answers had changed quite dramatically in some cases but in others the changes were more subtle and pretty disturbing too. Words or diplomacy aren't always necessary to "role-play". Action might work just as well. The trick (for the DM) is to ask a question that can be answered with a swift kick to the head. Oh. I've got a good example for you. Freeport. Spoilers ahead... . . . At one time we were invited to a party of sorts for the most influential people in Freeport. There must have been a dozen or so NPCs who were very anxious to know what the character's agenda was. They also found time to explain their situation in town politics. Even though this scene was mostly about talking the author managed to squeeze in a few combat opportunities as well. (It might have been my DM, mind you. I haven't read it.) [/QUOTE]
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