Hiy!
D&D is NOT adversarial; It is not the GM against the players, nor is it player against player.
Depends on the game/table/players/DM, actually. But in a very broad sense...sure, "D&D isn't an adversarial game". I can go with that.
(PS: Clearly you've never played Hackmaster 4th Edtion!

).
Bruce Grabowski said:
Role-Playing simply means pretending to be someone else.
This I'd disagree with a bit. It's not "pretending to be someone else", so much as it is "imagining what a certain character would do in a situation". Splitting hairs, maybe, but someone can role-play a character to the hilt without ever 'speaking in character', or 'pretending you are your PC'. I guess it's a REALLY fine hair, but I see a slight distinction between "pretending" and "imagining". With "pretending" you *are the PC*...but with "imagining" you are
not necessarily thinking of
yourself as the PC, so much as "imagining what THAT PC would do".
Bruce Grabowski said:
What is a character? A character is a personality with wants, needs, and life views/beliefs that in many cases differ from yours. Notice I didn't mention class, race, skills, modifiers, etc. These are game mechanics, the tools and techniques your character uses to achieve what they desire. But what is it your character desires?
All that stuff is not mutually exclusive. By the very nature of the game, you, the Player,
must take game mechanics into account. I mean, a Fighter who grew up in severe hardship where it was everyone for themselves will see some situational solution that would/could be
completely different from a Wizard who grew up in the same childhood. In order to "role-play" the character, the Player has to take 'mechanics' in order to 'react appropriately'.
Bruce Grabowski said:
Can you describe your character such that we have an understanding of who and what they are? And can you do this without once mentioning any mechanical aspects of the game? If not, perhaps that is why you don't know how to Role-Play. Take some time to establish who your character is, not as a bunch of numbers, but as a background to establish motives (what does my character want?).
See above. Describing something doesn't mean you have to include the make-up of that thing. For example, if you woke up in some room with lots of weird equipment in it, you could describe the stuff you saw without having to refer to it as whatever it is. (i.e., "It's about a foot long, cylindrical, with a rough surface over most of it's length. The end bulges out in a sort of 'rounded cone' shape, with the point being inside the cylinder, and the flat area being a piece of clear plastic. In side that plastic cone, it looks like a 2cm glass bead is fastened into the center". ...or, "I see a metal flashlight"). In D&D, I can say "Fhadrah is a halfling fighter who wears medium armors and uses a shield and sword. She is good looking, but comes across to most as a bit uncaring, even cynical, because of her somewhat low Charisma". By saying "halfling", "fighter", "medium armor", and "charisma"...it's just grouping a bunch of descriptions together (re: "a foot long cylinder..." or "a flashlight"; saying "flashlight" automatically gives everyone an idea of what the object is).
Bruce Grabowski said:
Please do not interrupt the game by imposing yourself into the story! By trying to control the game as yourself, you take us all out of the story, which is not fair nor respectful for everyone else. If you want to try something, or move the story along, do it as your character.
Not entirely sure what you are getting at here, so I'm going to leave it alone. Sorry!
Bruce Grabowski said:
Why would a rogue advise a wizard on which spell to cast? You may know everything there is about spells, but your rogue does not. In fact, why are you trying to tell any other PC what to do or not do, you are not there. Your character is, so interact with the other PC's as your character (see above).
Because maybe the Rogue character
does know. Remember my statement about the description vs just saying 'a flashlight'? Same sort of thing applies here. Nobody can write down EVERY SINGLE THING that his/her character does or doesn't know. It would be impossible to do in any sane manner. So, by saying "...a Rogue", it gives everyone at the table a baseline. Things that are significant from that baseline would need to be mentioned. In this case, if the DM said "Er, Sneaky Pete? How would you know that spell, let along how it works?"...and the Player can then re-evaluate. The Player can then acquiesce, or come up with a viable reason. "Uh...well, he did grow up on the street. Maybe he was friends with a wizard guy who fed him for doing some household chores. During dinner, the wizard would go on and on about spells, magic and general wizardry".
Role-playing doesn't just mean "pretending/imagining a character", it also involves being able to adapt to what the other players and the DM do/say 'in the game'.
Bruce Grabowski said:
Why are you advising the rogue who is in another room? Please explain to me how your character could possibly know what the rogue is doing considering your character is not in the room. You may know, as you are sitting around the table listening to the story unfold. Great! Sit there and listen. Allow the other player to have their spotlight moment playing as the rogue. You will get your turn.
This is a "table style/preference" thing. Some DM's enforce a strict "realism" mode for talking and suggesting stuff to do in-character and in-game. Some DM's ignore it completely, where a player can help another even if the two players PC's aren't even remotely near (as in, one is on Oerth, the other is in the Astral Plane, for example). Most DM's and games, I'd suspect, would fall somewhere in the middle. I'm closer to the "ignore it completely" crowd. If a player can get involved and help with the 'fun' of the game, I'm all for that...within reason.
Bruce Grabowski said:
Your responsibility to help tell the story is to describe what your character is doing & what your character is about. And to speak to other PC's and NPC's as your character. Pretending to be someone else is the whole point of this game. That is the only way you will ever experience how enjoyable and exciting this game can be. And that requires you to banish this win/lose mentality, and the desire to control the game as a god-like player.
I'm gonna firmly place this into the "different styles for different tables" category. This may very well float your boat, and there's nothing wrong with it, but I'm calling shenanigans on this being "the One True Way" to play an RPG.
Bruce Grabowski said:
In short, it is about interaction; imagination and shared storytelling; pretending to be a fantasy character exploring a fantastical world; reclaiming a child-like sense of wonder; the joy of expressing yourself as a creative being.
Again, "different styles".
Bruce Grabowski said:
Surely that is worth a bit of effort on the part of the player to try the above advice. I look forward to your views.
I agree with that. Everyone, Player and DM, should try different 'styles' of play as well as different RPG systems. The more you experience and know, the more you will figure out what style you like most. But, as I said, what you wrote here isn't the One True Way. I tried this type of play a couple times over the years. Every time the game felt...hmmm...'lessoned' from what it could be. And every time, I dropped that style of play. There's something to be said when a DM says "You take 15 points of damage!", and everyone at the table gasps and oooh's, aaah's, and woah's as the realize that PC, the only one left standing, is now fighting for his (and everyone elses unconscious PC) life with only 2hp's left. Knowing and using the mechanics of a game to describe stuff can, and indeed, does,
significantly add to the excitement and fun factor or RPG'ing.
^_^
Paul L. Ming