Maxperson
Morkus from Orkus
Just a nitpick, but the two sides of a False Dichotomy aren't necessarily wrong. They just aren't the only two possible answersEvery false dichotomy has two sides, yes.
...both of them wrong, obviously.
Just a nitpick, but the two sides of a False Dichotomy aren't necessarily wrong. They just aren't the only two possible answersEvery false dichotomy has two sides, yes.
...both of them wrong, obviously.
I don't think that it matters whether the DM and player view roleplaying a PC in the exact same way. They will be close enough to at least understand where the other person is coming from. If there is a huge disconnect, they can talk about it afterwards.So you have a character, and then two sides of the fence when considering how the player acts and as DM on what you expect. They both view what is written on the piece of paper from their own biases. And therefore, I believe you will never reach a universal answer. You can throw as many mechanics, or lack thereof, at the concept of role playing, but the role is to foster cooperation and story telling.
OK, you're right. From p B13, under the heading Inheritance:If the DM wishes, a player may name an heir to inherit his or her worldly possessions upon the death of the character. The local authorities will, of course, take 10% in taxes, before giving the inheritance to the heir. This heir must always be a newly rolled-up first level character. This "inheritance" should only occur once per player.
That last sentence is confusing, to me at least. Does it mean each player may have only one heir for his/her PC at a time? That each heir can inherit from only one player's dead PC? Or (the weirdest reading but the most natural literal take on the words) that there is a lifetime player limit of one inheritance, no matter how many PCs you play and lose?
Here is Moldvay on alignment (p B11):Players may choose the alignments they feel will best fit their characters. . . . The alignments give guidlines for characters to live by. The characters will try to follow these guidelines, but may not always be successful. If a DM feels that a player is not keeping to a character's chosen alignment, the DM may suggest a change of alignment or give the character a punishment or penalty.
I think this is pretty similar to how Gygax presents alignment. It is "prescriptive", not merely "descriptive", establishing in-principle constraints on action resolution. Because they are only "in-principle", players can violate those constraints, but adverse consequences might follow.
So choosing alignment is also specifying an aspect of the role the character will fill - hero, roguish scoundrel, or villain. (I have doubts that 9-point alignment is very useful for this, but I don't think Gygax fully thought that through in terms of the changes it would lead to in relation to alignment as an element of the game.)
Of cousre not! That's the point of the thread, to talk about different ways of approaching roleplaying.I believe you will never reach a universal answer.
OK, a fourth interpretation I missed - not a player lifetime limit, but a player campaign limit.Consider The Basic Set as a contained unit. So you've got a singular Town, and characters are only leveling up to 3, and you're going to have maybe 7-10ish Scenarios for the players to scout out and pick and choose adventuring sites from in the course of maybe 10-12 sessions of play?
So a single Inheritance per player under that paradigm is pretty much on the mark.
Well, from "mostly superfluous" to "interesting but not the most important thing" is a spectrum, not a quantum leap!My take that Alignment in Basic is mostly (but not wholly) a superfluous component of play is underwritten by these lines of evidence (of which I suspect you disagree!):
1) The game is centered around dungeon exploration and treasure hauling. Mechanically, the game is systemitized around this premise.
<snip>
Most all folks hew to generic Lawful or Neutral play
<snip>
3) Unlike AD&D and 3.x, nothing mechanically interfaces with Alignment.
3a) There are no Barbarians, Bards, Druids, Monks, Paladins. Clerics are merely forbidden from using edged weapons (no ethos dictates/constraints).
3b) A stray few spells interface only with Evil (none interact with Law, Neutral, Chaos).
3c) Traps are of the martial/mechanical variety. No runes/glyphs of warding against Law, Neutral, Chaos.
3d) Magic items don't interface with Law, Neutral, Chaos.
3e) Monsters (again outside of the unique language - which is certainly relevant in play and why I called it out above) don't interface with Law, Neutral, Chaos.
4) Alignment doesn't interface with the Monster Reactions table.
5) There is no xp feedback
Can you point me to a single passage in his DMG or PHB where Gygax talks about, or provides an example of, roleplaying in this sense?Gygax meant the same thing by it that everyone else does. "Roleplaying" is used almost-exclusively to refer to the "acting-in-character" sense of "role".
Feel free to explain it. I gave an example, with reference to the coronoation of the current Queen of Australia, which explained why - in this context - I didn't see any difference.The question is whether you would like to make an effort to understand the distinction being made, or whether you're just here to tell us that you don't see it and therefore it doesn't exist.
Here is Prof MAR Barker on roleplaying in Empire of the Petal Throne (at heading 300). I am quoting from the 1987 edition, which I think is simply a reprint of the 1975 edition:The game requires a group of players . . . and a referee. . . . [The referee] "sets the stage" for his players, describing the scenario to them, locating them on his maps, telling them what they see, whom they encounter, etc, etc. It is then up to the players to use their wits and intelligence to deal with the challenges laid before them.
The players, in turn, must establish a character using the tables set down here, and maintain this character's records, keeping track of his experience points, wealth, possessions, magical acquisitions, etc, etc. The player must furthermore keep the statistics for any non-player characters in his employ. He makes his decisions on the basis of the information supplied by the referee, and it his task to progress his character to ever higher levels and to greater and greater powers.
No reference to an imagined personality, to making decisions on the basis of that personality, etc. I don't think that was really an overt or acknowledged part of the game in 1975. (Which is not to say that it wasn't happening.)
But Barker's passage would be completely out of place in a 1990s RPG book - the idea that the game is about players meeting challenges by using their wits and intelligence, thereby progressing to ever higher levels and greater and greater powers, and that that's what it means to play a role, had mostly been abandoned.
Can you point me to a single passage in his DMG or PHB where Gygax talks about, or provides an example of, roleplaying in this sense?
Feel free to explain it. I gave an example, with reference to the coronoation of the current Queen of Australia, which explained why - in this context - I didn't see any difference.

(Dungeons & Dragons)
Rulebook featuring "high magic" options, including a host of new spells.