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General Tabletop Discussion
*TTRPGs General
What system elements promote and hinder roleplaying (inspired by "does 4e hinder ")
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<blockquote data-quote="scrubkai" data-source="post: 4718219" data-attributes="member: 9766"><p>One of the things that I've always found to help or hinder role playing is the rewards system.</p><p></p><p>D&D (any edition) really has never done a great job of rewarding role playing. Sure you can gain XP for role playing but all that really does is let you kill things better, as that's really what the character levels have always been focused on.</p><p>At least to me, learning how to swing a sword better is not something that you should get because you convinced an innkeeper that he needs to stand up to the local thieves guild by not paying their protection money.</p><p></p><p>If you really want to reward role playing, then there needs to be a reward system for items outside of combat. Fate points (from Spirit of the Century I think) is an example of something that you earn from roleplaying faults in your character and that can be used both in and out of combat. As I remember it, with fate points you turn one in and then make slight adjustment to the story. </p><p>Example: if you are playing Cicero the Orator and are shopping on one side of town while Ox the 3 INT Fighter happens to be in the process of insulting your patron's Wife on the other side of town, you can lay down a fate point to suddenly find out that the merchant you were looking for happens to be drinking in the same inn as Ox. So low and behold you have to wander over to that inn and can get involved in the scene where the party is trying to recover from the insult.</p><p></p><p>Individual DMs can also help by giving story based rewards (Working up the political structure, learning new plot points, getting that extra feast from the happy townsfolk) but all of that is what I consider "outside" the system. Many games (like D&D) have no rules in place to help the DM out with this work.</p><p></p><p>Just my 2cp</p></blockquote><p></p>
[QUOTE="scrubkai, post: 4718219, member: 9766"] One of the things that I've always found to help or hinder role playing is the rewards system. D&D (any edition) really has never done a great job of rewarding role playing. Sure you can gain XP for role playing but all that really does is let you kill things better, as that's really what the character levels have always been focused on. At least to me, learning how to swing a sword better is not something that you should get because you convinced an innkeeper that he needs to stand up to the local thieves guild by not paying their protection money. If you really want to reward role playing, then there needs to be a reward system for items outside of combat. Fate points (from Spirit of the Century I think) is an example of something that you earn from roleplaying faults in your character and that can be used both in and out of combat. As I remember it, with fate points you turn one in and then make slight adjustment to the story. Example: if you are playing Cicero the Orator and are shopping on one side of town while Ox the 3 INT Fighter happens to be in the process of insulting your patron's Wife on the other side of town, you can lay down a fate point to suddenly find out that the merchant you were looking for happens to be drinking in the same inn as Ox. So low and behold you have to wander over to that inn and can get involved in the scene where the party is trying to recover from the insult. Individual DMs can also help by giving story based rewards (Working up the political structure, learning new plot points, getting that extra feast from the happy townsfolk) but all of that is what I consider "outside" the system. Many games (like D&D) have no rules in place to help the DM out with this work. Just my 2cp [/QUOTE]
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What system elements promote and hinder roleplaying (inspired by "does 4e hinder ")
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