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General Tabletop Discussion
*Dungeons & Dragons
What is the "role" in roleplaying
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<blockquote data-quote="MonkeezOnFire" data-source="post: 6933819" data-attributes="member: 6784845"><p>I think the goal of role playing differs from game to game. Since this is posted on a forum for the 5th edition of Dungeon and Dragons, I answered the first. D&D is a game about fantasy heroes embarking on high adventures and doing fantastical things. The bulk of it's rules are dedicated to resolving actions, particularly combat-related actions. Dungeons and Dragons is primarily concerned about what a character can do, not so much about who and what they are. 5th ed. did add bond, flaw, trait ideals to the character sheet, but in reality these mechanically affect very little. </p><p></p><p>Now there are plenty of excellent role playing games that mechanically emphasize the characters and the narrative in which they exist. Games like Burning Wheel focus heavily on characters and give mechanics for their traits and quirks that actively affect play. Character's personality and outlook also grow and change and the game accommodates for this through it's mechanics. </p><p></p><p>I'm not saying that D&D can't be played with a narrative and character focus. But I am arguing that by default D&D offers no support for this kind of play, meaning that in order to play the game in this matter you must either homebrew a set of rules that do add mechanical incentive to care about a character's traits and personality, or play in this matter without supporting mechanics which is basically just dropping the game part completely and entering into free form role play (which is not a bad thing, it just ceases to be an rpg).</p></blockquote><p></p>
[QUOTE="MonkeezOnFire, post: 6933819, member: 6784845"] I think the goal of role playing differs from game to game. Since this is posted on a forum for the 5th edition of Dungeon and Dragons, I answered the first. D&D is a game about fantasy heroes embarking on high adventures and doing fantastical things. The bulk of it's rules are dedicated to resolving actions, particularly combat-related actions. Dungeons and Dragons is primarily concerned about what a character can do, not so much about who and what they are. 5th ed. did add bond, flaw, trait ideals to the character sheet, but in reality these mechanically affect very little. Now there are plenty of excellent role playing games that mechanically emphasize the characters and the narrative in which they exist. Games like Burning Wheel focus heavily on characters and give mechanics for their traits and quirks that actively affect play. Character's personality and outlook also grow and change and the game accommodates for this through it's mechanics. I'm not saying that D&D can't be played with a narrative and character focus. But I am arguing that by default D&D offers no support for this kind of play, meaning that in order to play the game in this matter you must either homebrew a set of rules that do add mechanical incentive to care about a character's traits and personality, or play in this matter without supporting mechanics which is basically just dropping the game part completely and entering into free form role play (which is not a bad thing, it just ceases to be an rpg). [/QUOTE]
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