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General Tabletop Discussion
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what makes a system encourage roleplaying not "rollplaying"
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<blockquote data-quote="rounser" data-source="post: 231406" data-attributes="member: 1106"><p>IMO, there's three things to consider when it comes to systems and roleplaying:</p><p></p><p>A) Rules which avoid getting in the way of roleplaying.</p><p>B) Rules which reinforce and encourage a certain style of roleplaying.</p><p>C) Setting material implicit in the rules which inspires roleplaying. </p><p></p><p>3E D&D is big on A (unless you're trying to avoid an archetype), and, I think, quite good on B and C with it's clearly defined archetypes and their corresponding patterns of play. For an example of emphasising B to an even greater extent in a D&D framework, Hackmaster does a fine job with rules like those for the character's quirks and flaws, and for the honor system - these rules actively encourage roleplaying in a certain way.</p><p></p><p>Amber, from what I gather, is great on A. WW games tend to emphasise B and C a bit more even than 3E D&D. Call of Cthulhu is definitive on B with it's Sanity system. </p><p></p><p>In some ways, I think D&D could benefit from a bit more of B, given the threads on lack of heroics on these boards. If you want the game to be played in a certain kind of way, it helps if the rules actively encourage that.</p></blockquote><p></p>
[QUOTE="rounser, post: 231406, member: 1106"] IMO, there's three things to consider when it comes to systems and roleplaying: A) Rules which avoid getting in the way of roleplaying. B) Rules which reinforce and encourage a certain style of roleplaying. C) Setting material implicit in the rules which inspires roleplaying. 3E D&D is big on A (unless you're trying to avoid an archetype), and, I think, quite good on B and C with it's clearly defined archetypes and their corresponding patterns of play. For an example of emphasising B to an even greater extent in a D&D framework, Hackmaster does a fine job with rules like those for the character's quirks and flaws, and for the honor system - these rules actively encourage roleplaying in a certain way. Amber, from what I gather, is great on A. WW games tend to emphasise B and C a bit more even than 3E D&D. Call of Cthulhu is definitive on B with it's Sanity system. In some ways, I think D&D could benefit from a bit more of B, given the threads on lack of heroics on these boards. If you want the game to be played in a certain kind of way, it helps if the rules actively encourage that. [/QUOTE]
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