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What is the "role" in roleplaying
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<blockquote data-quote="Mercule" data-source="post: 6937014" data-attributes="member: 5100"><p>Actually, it's more "How do you think of music - the note or the melody?" My answer is that a note without the melody is only sound. You cannot have a melody without it being made of notes, but sound exists without being music. Therefore, while I think both are necessary, if I'm forced to choose, I have to go with the melody being what makes music. Whether it's a complex or simple melody is beside the point.</p><p></p><p>With roleplaying, you cannot have a persona without them taking action, but action can exist without persona. Therefore, while I think both are necessary, if I'm forced to choose, I have to go with the persona as being what makes it roleplaying. Whether it's a deep or simple persona is beside the point. At a certain point, even "Lawful Good Paladin" is still a persona because it ascribes motives and personality to the character, even if they are paper thin.</p><p></p><p></p><p>I don't see how. The instant the PC takes action based on their own motivations, it becomes roleplaying in the persona sense. This is why I say the very definition of the word "roleplay" is important to the conversation.</p><p></p><p>Multiple people, including me, have said, multiple times that you really can't separate the functional role from the persona role but, if forced to choose the persona takes primacy because that's what makes it a roleplaying game. The <u>only</u> way to remove the persona is to go full-pawn stance.</p><p></p><p>I've made multiple overtures to the possibility that you could go functional role first, then build (even a shallow) persona around it, which <u>would</u> be an interesting conversation. You've created a definition of "function" so broad as to include anything that can be thrown into a category bucket, no matter how broad the bucket is -- including calling out alignment as functional, which is just bizarre. When challenged on that, you have reflected back on those who disagree. You've used quotes from Gygax as an appeal to authority to justify your position, ignoring any conflicting quotes, which is rather tiresome. At this point, all appearance is that you set up a poll simply to argue a certain perspective, at which point, I really should just check out of the conversation. </p><p></p><p>However, because I still genuinely do not understand the question, and I really hate not understanding things that seem simple on the surface, I'll give it one more shot. I think the disconnect comes from clear definitions of what is meant by certain things. Here is how I understand the two options:</p><p></p><p>- Function/responsibility speaks to the "job" the character has to do. It can be (but is not limited to) 4E combat roles or the comparable for the other two pillars. If all appropriate functions are filled appropriately, in-game objectives tend to be easier to attain.</p><p></p><p>- Personality/motivation is how the character thinks, feels, or otherwise exhibits <u>personal</u> fiction. This is what separates the character from being a game piece (pawn). It does <u>not</u> require the player to talk in the first-person, adopt an accent, dress up, or otherwise behave like an actor, only consider what the character would do based on criteria tethered to the character's internal fiction.</p><p></p><p>Based on those definitions, I think roleplaying, as used in the term "roleplaying game" references the latter. The former is found in a great number of other games, even if the functional roles are clear and assigned.</p><p></p><p>It's a sliding scale, though. LARPing occupies an extreme focus on the persona -- one I do not find enjoyable in the least. On the other end (and slightly outside the bounds of an actual RPG, IMO) is something like HeroQuest, which has more than a passing resemblance to D&D and <u>can</u> have personality injected into it. </p><p></p><p>Most roleplaying groups will fall somewhere between those extremes, but probably favor one or the other. I very much favor the persona side, but only in a way that's more akin to reading a book than watching a play. I want clear, in-character goals, but hold the anime eyes and please don't knock over your beverage while gesturing. Also, while I want the major NPCs to be more interesting than a menu in a video game, please make some progress on the actual quest instead of chatting up every innkeeper about his kids.</p><p></p><p>While I don't like LARPing, I <u>do</u> enjoy HeroQuest, and other adventure games. Why do I tend to choose D&D (or other RPGs) over adventure games? Simple: inherent in any roleplaying game is a certain amount of character personality. Even the most "old school" dungeon delve I've experienced has had characters with at least a modicum of personality that makes it far more engaging than just moving pieces on a board -- even if it's the humorous reasons given for why a PC isn't around when a player can't make a session.</p></blockquote><p></p>
[QUOTE="Mercule, post: 6937014, member: 5100"] Actually, it's more "How do you think of music - the note or the melody?" My answer is that a note without the melody is only sound. You cannot have a melody without it being made of notes, but sound exists without being music. Therefore, while I think both are necessary, if I'm forced to choose, I have to go with the melody being what makes music. Whether it's a complex or simple melody is beside the point. With roleplaying, you cannot have a persona without them taking action, but action can exist without persona. Therefore, while I think both are necessary, if I'm forced to choose, I have to go with the persona as being what makes it roleplaying. Whether it's a deep or simple persona is beside the point. At a certain point, even "Lawful Good Paladin" is still a persona because it ascribes motives and personality to the character, even if they are paper thin. I don't see how. The instant the PC takes action based on their own motivations, it becomes roleplaying in the persona sense. This is why I say the very definition of the word "roleplay" is important to the conversation. Multiple people, including me, have said, multiple times that you really can't separate the functional role from the persona role but, if forced to choose the persona takes primacy because that's what makes it a roleplaying game. The [U]only[/U] way to remove the persona is to go full-pawn stance. I've made multiple overtures to the possibility that you could go functional role first, then build (even a shallow) persona around it, which [U]would[/U] be an interesting conversation. You've created a definition of "function" so broad as to include anything that can be thrown into a category bucket, no matter how broad the bucket is -- including calling out alignment as functional, which is just bizarre. When challenged on that, you have reflected back on those who disagree. You've used quotes from Gygax as an appeal to authority to justify your position, ignoring any conflicting quotes, which is rather tiresome. At this point, all appearance is that you set up a poll simply to argue a certain perspective, at which point, I really should just check out of the conversation. However, because I still genuinely do not understand the question, and I really hate not understanding things that seem simple on the surface, I'll give it one more shot. I think the disconnect comes from clear definitions of what is meant by certain things. Here is how I understand the two options: - Function/responsibility speaks to the "job" the character has to do. It can be (but is not limited to) 4E combat roles or the comparable for the other two pillars. If all appropriate functions are filled appropriately, in-game objectives tend to be easier to attain. - Personality/motivation is how the character thinks, feels, or otherwise exhibits [U]personal[/U] fiction. This is what separates the character from being a game piece (pawn). It does [U]not[/U] require the player to talk in the first-person, adopt an accent, dress up, or otherwise behave like an actor, only consider what the character would do based on criteria tethered to the character's internal fiction. Based on those definitions, I think roleplaying, as used in the term "roleplaying game" references the latter. The former is found in a great number of other games, even if the functional roles are clear and assigned. It's a sliding scale, though. LARPing occupies an extreme focus on the persona -- one I do not find enjoyable in the least. On the other end (and slightly outside the bounds of an actual RPG, IMO) is something like HeroQuest, which has more than a passing resemblance to D&D and [U]can[/U] have personality injected into it. Most roleplaying groups will fall somewhere between those extremes, but probably favor one or the other. I very much favor the persona side, but only in a way that's more akin to reading a book than watching a play. I want clear, in-character goals, but hold the anime eyes and please don't knock over your beverage while gesturing. Also, while I want the major NPCs to be more interesting than a menu in a video game, please make some progress on the actual quest instead of chatting up every innkeeper about his kids. While I don't like LARPing, I [U]do[/U] enjoy HeroQuest, and other adventure games. Why do I tend to choose D&D (or other RPGs) over adventure games? Simple: inherent in any roleplaying game is a certain amount of character personality. Even the most "old school" dungeon delve I've experienced has had characters with at least a modicum of personality that makes it far more engaging than just moving pieces on a board -- even if it's the humorous reasons given for why a PC isn't around when a player can't make a session. [/QUOTE]
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