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Why are we okay with violence in RPGs?
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<blockquote data-quote="Umbran" data-source="post: 7622246" data-attributes="member: 177"><p>Boogeyman: "If I have the mechanics, I don't actually role play - I just use mechanics." </p><p></p><p>FATE, as an example, puts social interaction on the same mechanical footing as physical interaction. </p><p></p><p>In FATE-based games, if you say, "I attack" in physical combat, all you get is a very basic roll of your skill, which in general isn't so high as you'll be able to down anything other than a mook. If you want larger results, you have to engage with the situation more, and interact with the environment, and describe what it is you're doing and trying to achieve, and set up moves and situations that take multiple rounds to achieve results.</p><p></p><p>The same follows for social interaction - folks have to actually engage in the conversation, interact with the situation, and describe what they're doing and trying to achieve. Best way to do that is to do the role-play, for those who want to do that. For those who aren't as comfortable with that, we still get description of their approaches and tactics, and that's okay, too. Broadly speaking, the rules *enable* social interactions, because the players have some clear guidelines about how likely they are to succeed.</p></blockquote><p></p>
[QUOTE="Umbran, post: 7622246, member: 177"] Boogeyman: "If I have the mechanics, I don't actually role play - I just use mechanics." FATE, as an example, puts social interaction on the same mechanical footing as physical interaction. In FATE-based games, if you say, "I attack" in physical combat, all you get is a very basic roll of your skill, which in general isn't so high as you'll be able to down anything other than a mook. If you want larger results, you have to engage with the situation more, and interact with the environment, and describe what it is you're doing and trying to achieve, and set up moves and situations that take multiple rounds to achieve results. The same follows for social interaction - folks have to actually engage in the conversation, interact with the situation, and describe what they're doing and trying to achieve. Best way to do that is to do the role-play, for those who want to do that. For those who aren't as comfortable with that, we still get description of their approaches and tactics, and that's okay, too. Broadly speaking, the rules *enable* social interactions, because the players have some clear guidelines about how likely they are to succeed. [/QUOTE]
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