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General Tabletop Discussion
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What system elements promote and hinder roleplaying (inspired by "does 4e hinder ")
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<blockquote data-quote="Imaro" data-source="post: 4718414" data-attributes="member: 48965"><p>I personally think the key to a good roelplaying system is reward. D&D activley hinders roelplaying in so far as one ascribing to their role is not tactically efficient, whether that is in combat or outside of combat. The problem is that the average person rarely thinks in such tactical terms. The PC's need some type of system that rewards them if they choose to do something interesting instead of what is tactically best. I think D&D has always had this problem. Some examples of systems that get around this...</p><p> </p><p>nWoD by giving into one's vice you gain willpower.</p><p> </p><p>Angel/Buffy by allowing the GM to have something bad happen to your character you can gain a drama point. </p><p> </p><p>DitV/Heroquest where a seemingly negative modifier can be used in a positive way if it is viable.</p><p> </p><p>Another thing is making actions outside of combat as interesting as combat. I honestly think White Wolf is making some great strides in this area... their social combat from Exalted is a good step in the right direction and I actually used the debate rules from Requiem for Rome to play out a debate in the Hedge during a Changeling the Lost one shot. </p><p> </p><p>I feel like skill challenges could've been a step in the right direction on both of these fronts... but they fill like they weren't handled well by the development team, didn't get enough polish and haven't been presented in a clear manner (as far as execution and or game goals in using them). Tis is all IMO of course.</p></blockquote><p></p>
[QUOTE="Imaro, post: 4718414, member: 48965"] I personally think the key to a good roelplaying system is reward. D&D activley hinders roelplaying in so far as one ascribing to their role is not tactically efficient, whether that is in combat or outside of combat. The problem is that the average person rarely thinks in such tactical terms. The PC's need some type of system that rewards them if they choose to do something interesting instead of what is tactically best. I think D&D has always had this problem. Some examples of systems that get around this... nWoD by giving into one's vice you gain willpower. Angel/Buffy by allowing the GM to have something bad happen to your character you can gain a drama point. DitV/Heroquest where a seemingly negative modifier can be used in a positive way if it is viable. Another thing is making actions outside of combat as interesting as combat. I honestly think White Wolf is making some great strides in this area... their social combat from Exalted is a good step in the right direction and I actually used the debate rules from Requiem for Rome to play out a debate in the Hedge during a Changeling the Lost one shot. I feel like skill challenges could've been a step in the right direction on both of these fronts... but they fill like they weren't handled well by the development team, didn't get enough polish and haven't been presented in a clear manner (as far as execution and or game goals in using them). Tis is all IMO of course. [/QUOTE]
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