What Is Roleplaying, And How Should It Be Encouraged?

Alex319

First Post
This post is inspired by a discussion on TvTropes.org about a proposed trope for children's shows that try to deliver a message of "be yourself." The problem is that often this message is delivered by a character telling another something along the lines of "what you're doing right now isn't 'being yourself', do X instead" - which is itself imposing an idea of how the character should be, thus contradicting the whole message of"be yourself."

It seems to me that this conflict also characterizes much of the discussion on "roleplaying" on these forums, especially with regards to which systems or rules best promotes "roleplaying." Presumably "roleplaying" means playing a role - that is, behaving as the way your character would behave in the given situation. However, a lot of the discussion seems to assume that "the way your character would behave" is one particular way.

For example, in my experience, the following activities are usually held up as examples of roleplaying:

1. Elaborate descriptions of actions, both in and out of combat.
2. Improvised stunts.
3. Non-combat methods of conflict resolution.
4. Incorporating character backgrounds into play.
5. Emotional conflict.

On the other hand, the following activities are usually not considered roleplaying:

1. Character optimization.
2. Use of primarily powers and attacks listed on the character sheet.
3. Using the rules to best advantage in combat (and otherwise).
4. Using combat as the main means of getting past obstacles.

It is widely recognized that these two lists are not mutually exclusive: just because someone likes using good tactics in combat doesn't mean he can't also roleplay well out of combat. But there does seem to be an idea that if you only do things listed in the second list, and not items in the first list, then you aren't doing much roleplaying.

The purpose of this thread is to challenge this assumption. Suppose you had a character who was very interested in learning how to maximize his combat capabilities, believed in focusing on tactics that he has trained for and tested rather than elaborate, possibly unreliable stunts, and wasn't concerned much with diplomacy or emotional conflict. Then that character would probably do items on the second list, so doing items on the second list while avoiding items on the first list WOULD be "roleplaying" that character.

One example of this is a thread I saw where a poster said he preferred "old school" games with less rules than games like 4e with more rules because more rules induce players to do things that "give the best chance of success as defined by the rules" rather than thing that "would be logical for an adventurer to do in that situation." This is a false dichotomy, because the thing that gives the best chance of success is by definition "most logical," and the very purpose of the rules is to define the chance for success of different actions. It's the same idea: he's assuming that doing things outside the rules is required for roleplaying, while in reality it makes perfect sense for an adventurer to do something that is defined by the rules if it gives the best chance for success.

(DISCLAIMER: I am not arguing for or against any rule system in general. I am simply pointing out that this particular argument rests on a faulty assumption.)

----

So let's start this discussion off with some questions:

1. Am I correct in my assessment of the way that many players currently think about "roleplaying"?

2. Do you agree that it's possible to roleplay by doing items on the second list?

3. What does this imply for houserule ideas that reward roleplaying, say by awarding bonus XP or valuable "tokens" for "good roleplaying?" Does rewarding "good roleplaying" inherently require choosing particular types of actions that qualify as "good roleplaying", thus restricting possible character types as described above?
 

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I mostly disagree with your entire concept of role-playing. :blush:

For me, role-playing is best defined (loosely) as "bringing your character to life in the minds of the other characters." This can be accomplished in many ways. It can be a particular voice. It can be a particular character quirk. It can be character choices, in or out of combat. It can involve all or none of the various aspects of the game you mentioned. It really depends on the player.

So regarding your questions:

1. Definitely not.
2. Yes.
3. I never give roleplaying rewards, because role-playing is subjective, and therefore giving out rewards based on my idea of good roleplay penalizes good players who may take a slightly different view of how to bring characters to life and have fun. Also, different players are comfortable with different levels of role-play, and I wouldn't want any of my players to feel pressured to go out of their comfort zone or fall behind the group.

I've tried to gently coax players out of their comfort zone on occasion, but in the end this is a game we play for fun, and I don't want my players to feel like they're being hounded. ;)
 

Roleplaying, as the term is normally used, means acting, doing what your character would do. To be of value, the character must have a different personality from the player. So if the player just wants to kill monsters, acquire magic items and go up levels and the character wants to do the same, yes it's roleplaying but it's not exactly brightening up the game.

People tend to get applauded for 'good roleplaying' when they do something that's clearly detrimental for their PC but is in accordance with his established character. Like a cowardly character running away from a kobold or a samurai committing sepuku over a matter of honour. This really highlights the tension between gamist goals - gaining xp, gold, etc - and simulationist goals - roleplaying. The simulationist goals are here seen as more worthy.

Good roleplaying is really just good acting. As Lord Pendragon says, bringing the character to life.

I'm happy to give an award for roleplaying but never to individual players, the reward would always be to the whole group. That's because I believe players should be co-operating, not competing.
 

The purpose of this thread is to challenge this assumption.

I generally agree with the purpose of this thread.

I will say that the second list generally is a less creative option than the first list, but you're not always playing a creative character. Creative players, however, often make the game as a whole better, even if the characters their playing are boring thugs who just want to beat things in the face all day in the easiest way possible.

Of course, a game should be able to encourage creativity rather than simply bemoan a lack of it. One way a game encourages creativity is by rewards for taking unorthodox action. Another is by making the easiest course of action also the most likely course to fail. There's more, too.
 

One example of this is a thread I saw where a poster said he preferred "old school" games with less rules than games like 4e with more rules because more rules induce players to do things that "give the best chance of success as defined by the rules" rather than thing that "would be logical for an adventurer to do in that situation." This is a false dichotomy, because the thing that gives the best chance of success is by definition "most logical," and the very purpose of the rules is to define the chance for success of different actions. It's the same idea: he's assuming that doing things outside the rules is required for roleplaying, while in reality it makes perfect sense for an adventurer to do something that is defined by the rules if it gives the best chance for success.

You seem to be coming at this from the perspective that the rules are the "physics" of the game world, rather than an approximation. A lot of gamers, me included, don't see it that way.

To take an example, in 3.5E, by the rules, you can go literally forever without sleep and suffer no penalties. Thus, when the DM asks, "Okay, what's the watch order?" when the party makes camp, the logical response is, "No watch order, everybody stays awake and in full battle readiness all night. We just wait for the casters to recover their spell slots and then we get moving again."

This is quite logical according to the rules. However, it's not logical in the context of the game world - because in the game world, people do have to sleep; it's just that the rules don't cover that particular topic.
 

[A poster suggested that] more rules induce players to do things that "give the best chance of success as defined by the rules" rather than things that "would be logical for an adventurer to do in that situation." This is a false dichotomy, because the thing that gives the best chance of success is by definition "most logical," and the very purpose of the rules is to define the chance for success of different actions.
It depends on how well the rules map to the role. An adventurer, presumably, is often engaged in activities a bit different from sitting at a table rolling dice and looking up numbers. He or she can't pause in the middle of a fray to open Umpyr: the Lawyering and invoke the Spell of the Typo, a Loophole Exploit, Stinky Feats, or Whatever the Designers Were Smoking.

That's part of the "acting" component mentioned above, but also of a more fundamental component of role-playing that I have not seen raised here.

Even if one is in a sense "playing oneself" -- as opposed, say, to exploring the psychological depths or heights of mannerism of the Dwarf warrior Bathos of the Epic Backdrop -- one should be playing oneself as if there, "in the shoes" of one's persona.
 

Of the elements you listed, I personally think that:

1. Description (not necessarily elaborate, just above and beyond the use of game terms)
2. Incorporating character backgrounds (and goals) into play

are the key elements that separate role-playing games from most other games.

I would add a third factor: narrative continuity. The PCs' successes and failures have an impact on the game world that endures from session to session.

Improvised stunts and non-combat methods of conflict resolution may reflect the creativity of the players, and emotional conflict may add to a campaign's richness, but I don't think they are necessary for role-playing.

As for my own thoughts on ways to encourage roleplaying, see here.
 

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