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General Tabletop Discussion
*TTRPGs General
what makes a system encourage roleplaying not "rollplaying"
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<blockquote data-quote="Pielorinho" data-source="post: 231081" data-attributes="member: 259"><p>I'm not sure I agree with this. White Wolf's combat is relatively simple compared with D&D's combat. In some ways, this is good: it's very easy to learn the basic rolls. In some ways, it's bad: it's difficult to remember to do interesting maneuvers in combat, because the interesting maneuvers don't have rules associated with them, and your GM is likely to resolve cool maneuvers just like she'd resolve a straight-up "I hit him again!" maneuver.</p><p></p><p>(Werewolf, being the hackenslashingest of the storyteller games, added in some combat maneuvers; however, we never used them, because they felt tacked-on and stupidly implemented).</p><p></p><p>OTOH, White Wolf spends a whole lot of time talking about character templates, essences, shadows, archetypes, and so forth; joining one social group or another is an integral part of character creation; the core rules describe how the different social groups see one another.</p><p></p><p>Part of what makes D&D good is that it's fairly easy to adapt the rules to different atmospheres; White Wolf is stuck mostly in one particular atmosphere. However, WW does their one atmosphere really well, and I do think it's harder to play a hackenslash game of Wraith than a hackenslash game of D&D.</p><p></p><p>Daniel</p></blockquote><p></p>
[QUOTE="Pielorinho, post: 231081, member: 259"] I'm not sure I agree with this. White Wolf's combat is relatively simple compared with D&D's combat. In some ways, this is good: it's very easy to learn the basic rolls. In some ways, it's bad: it's difficult to remember to do interesting maneuvers in combat, because the interesting maneuvers don't have rules associated with them, and your GM is likely to resolve cool maneuvers just like she'd resolve a straight-up "I hit him again!" maneuver. (Werewolf, being the hackenslashingest of the storyteller games, added in some combat maneuvers; however, we never used them, because they felt tacked-on and stupidly implemented). OTOH, White Wolf spends a whole lot of time talking about character templates, essences, shadows, archetypes, and so forth; joining one social group or another is an integral part of character creation; the core rules describe how the different social groups see one another. Part of what makes D&D good is that it's fairly easy to adapt the rules to different atmospheres; White Wolf is stuck mostly in one particular atmosphere. However, WW does their one atmosphere really well, and I do think it's harder to play a hackenslash game of Wraith than a hackenslash game of D&D. Daniel [/QUOTE]
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