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General Tabletop Discussion
*TTRPGs General
what makes a system encourage roleplaying not "rollplaying"
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<blockquote data-quote="FireLance" data-source="post: 233346" data-attributes="member: 3424"><p>I think it all boils down to what you consider to be roleplaying. Using skills or social interaction reduces combat, but less combat does not necessarily mean more roleplaying:</p><p></p><p>Player A: I try to convince the orc to give me the pie with my Diplomacy skill.</p><p></p><p>Equating roleplaying to no combat also means that people with big, dumb, fighting machine characters are automatically not roleplaying. This may not always be the case:</p><p></p><p>Player B: Bror, you gutted the goblins, bashed up the bugbears and smashed the skeletons. Why won't you fight the orc?</p><p></p><p>Player C: Humans beat Bror, drove Bror away. Bror would have died in snow. But orcs found Bror, fed Bror, taught Bror to fight. Bror will not fight orc.</p><p></p><p>Even in a non-combat, social interaction situation, there is nothing to prevent a player from "gaming" instead of "role-playing":</p><p></p><p>Player D: Vandar the Rebel hates aristocrats and has no respect for so-called authority figures! But just to be on the safe side, I bow to the Baron and let him have the last piece of pie.</p><p></p><p>There is no simple way to encourage roleplaying. Players either will or won't. Giving rewards for "roleplaying" only changes the nature of the game to one of who can act in the most consistent (or angsty, or self-conflicted, or whatever you encourage) manner. But is that really roleplaying? You decide.</p></blockquote><p></p>
[QUOTE="FireLance, post: 233346, member: 3424"] I think it all boils down to what you consider to be roleplaying. Using skills or social interaction reduces combat, but less combat does not necessarily mean more roleplaying: Player A: I try to convince the orc to give me the pie with my Diplomacy skill. Equating roleplaying to no combat also means that people with big, dumb, fighting machine characters are automatically not roleplaying. This may not always be the case: Player B: Bror, you gutted the goblins, bashed up the bugbears and smashed the skeletons. Why won't you fight the orc? Player C: Humans beat Bror, drove Bror away. Bror would have died in snow. But orcs found Bror, fed Bror, taught Bror to fight. Bror will not fight orc. Even in a non-combat, social interaction situation, there is nothing to prevent a player from "gaming" instead of "role-playing": Player D: Vandar the Rebel hates aristocrats and has no respect for so-called authority figures! But just to be on the safe side, I bow to the Baron and let him have the last piece of pie. There is no simple way to encourage roleplaying. Players either will or won't. Giving rewards for "roleplaying" only changes the nature of the game to one of who can act in the most consistent (or angsty, or self-conflicted, or whatever you encourage) manner. But is that really roleplaying? You decide. [/QUOTE]
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what makes a system encourage roleplaying not "rollplaying"
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