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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="Fanaelialae" data-source="post: 4718789" data-attributes="member: 53980"><p>I'm finding this discussion very interesting.</p><p></p><p>That said I, personally, prefer systems that are rules-lite regarding RP. I used to play (D&D) under a DM whose house rules meant that until level 9 or so, the bulk of your xp came from end-game role playing awards (oddly, the system didn't scale that well past 9th level, meaning that combat xp rapidly overtook role play xp later in his campaigns). Combat gave normal xp, it just didn't hold a candle to end-game xp until level 9 or 10.</p><p></p><p>It was under this system that I really learned to role play (there was always that one guy I was competing with for the biggest reward at end-game, even though over the years it wasn't always the same guy). Unfortunately, there were other players in those games who were often discouraged because they regularly received much lower end-game rewards than the two of us that vied for first place.</p><p></p><p>One character (not mine) in particular comes to mind. The concept was for a cool, silent type (sort of a heroic Silent Bob). He played it up well, using body language to convey his reactions, but generally remaining silent while in-character during that first game. When it came time for end-game, his RP reward was abysmally low. He asked our DM, obviously upset, why that was when he had stayed true to character throughout the game and the DM's response was, "Well, I really didn't see you role play much". He retired his character after that.</p><p></p><p>It was then that I realized that RP rewards are fairly arbitrary. You might say that it was a simple case of bad DMing, but in all fairness I can see his point. Why should the silent player be given the same rewards as those of us who were busting our asses (proverbially speaking) to role play? On the other hand, it's also fair to ask why was he being punished for playing his character according to concept. </p><p></p><p>It was then that it occurred to me that role play rewards can do as much to discourage good role play as they do to encourage it. It drew me, a generally introverted person, out of my shell due to my competitive nature, but at the same time it forced my friend to retire an otherwise cool character concept after a single game because that character's personality had a built-in xp penalty.</p><p></p><p>Since then, the compromise I've found is to keep role play rewards small and situational. Someone who does a good job role playing at convincing the barkeep to put it on their tab can get a +2 on the diplomacy check to convince him when the time comes around to roll. Just a little something to encourage role play, that can be tossed around like cheap candy to make sure that everyone gets a piece.</p><p></p><p>While role play rewards can certainly encourage good role play, I think it's important to avoid mechanics that can potentially frustrate or discourage players to whom role play might not come as naturally as it can for others. Of course, the make-up of an individual group (of players) will be as significant in this as any reward system itself.</p></blockquote><p></p>
[QUOTE="Fanaelialae, post: 4718789, member: 53980"] I'm finding this discussion very interesting. That said I, personally, prefer systems that are rules-lite regarding RP. I used to play (D&D) under a DM whose house rules meant that until level 9 or so, the bulk of your xp came from end-game role playing awards (oddly, the system didn't scale that well past 9th level, meaning that combat xp rapidly overtook role play xp later in his campaigns). Combat gave normal xp, it just didn't hold a candle to end-game xp until level 9 or 10. It was under this system that I really learned to role play (there was always that one guy I was competing with for the biggest reward at end-game, even though over the years it wasn't always the same guy). Unfortunately, there were other players in those games who were often discouraged because they regularly received much lower end-game rewards than the two of us that vied for first place. One character (not mine) in particular comes to mind. The concept was for a cool, silent type (sort of a heroic Silent Bob). He played it up well, using body language to convey his reactions, but generally remaining silent while in-character during that first game. When it came time for end-game, his RP reward was abysmally low. He asked our DM, obviously upset, why that was when he had stayed true to character throughout the game and the DM's response was, "Well, I really didn't see you role play much". He retired his character after that. It was then that I realized that RP rewards are fairly arbitrary. You might say that it was a simple case of bad DMing, but in all fairness I can see his point. Why should the silent player be given the same rewards as those of us who were busting our asses (proverbially speaking) to role play? On the other hand, it's also fair to ask why was he being punished for playing his character according to concept. It was then that it occurred to me that role play rewards can do as much to discourage good role play as they do to encourage it. It drew me, a generally introverted person, out of my shell due to my competitive nature, but at the same time it forced my friend to retire an otherwise cool character concept after a single game because that character's personality had a built-in xp penalty. Since then, the compromise I've found is to keep role play rewards small and situational. Someone who does a good job role playing at convincing the barkeep to put it on their tab can get a +2 on the diplomacy check to convince him when the time comes around to roll. Just a little something to encourage role play, that can be tossed around like cheap candy to make sure that everyone gets a piece. While role play rewards can certainly encourage good role play, I think it's important to avoid mechanics that can potentially frustrate or discourage players to whom role play might not come as naturally as it can for others. Of course, the make-up of an individual group (of players) will be as significant in this as any reward system itself. [/QUOTE]
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