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Why Do You Hate An RPG System?
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<blockquote data-quote="Reynard" data-source="post: 7900183" data-attributes="member: 467"><p>I am not sure a CRPG with inherently limited choices has much bearing on the situation.</p><p></p><p>Be that as it may,games that mechanically incentivise maintaining a consistent role actually improve role-playing IMO. Role playing doesn't mean "do whatever you would do." it means "do what the character would do." In a game like FATE (and there are lots of other examples) you are supposed to decide what role you want to play, build that character and then play that role. If you were on stage in an improv show, you would be expected to maintain your role even if you wouldn't do what your role would do. Same thing here. Since most gamers are not actors, having mechanical incentives just keeps that behavior at the forefront.</p><p></p><p>I can't count the number of times some player has made a decision based on their gut morality or preferences that was completely at odds with the game, the genre or their previously established character. Just because you have the freedom to do whatever doesn't mean that whatever choices you make are "in character."</p><p></p><p>Now, all that said, in practice I don't worry so much. I don't mind if people role-play in third person. I don't mind if they basically play themselves. I don't mind if they play a 2 dimensional character. If they are having fun and not ruining the fun for everyone else at the table, all is good. But I totally disagree with the notion that games with mechanical narrative elements somehow inhibit role-playing.</p></blockquote><p></p>
[QUOTE="Reynard, post: 7900183, member: 467"] I am not sure a CRPG with inherently limited choices has much bearing on the situation. Be that as it may,games that mechanically incentivise maintaining a consistent role actually improve role-playing IMO. Role playing doesn't mean "do whatever you would do." it means "do what the character would do." In a game like FATE (and there are lots of other examples) you are supposed to decide what role you want to play, build that character and then play that role. If you were on stage in an improv show, you would be expected to maintain your role even if you wouldn't do what your role would do. Same thing here. Since most gamers are not actors, having mechanical incentives just keeps that behavior at the forefront. I can't count the number of times some player has made a decision based on their gut morality or preferences that was completely at odds with the game, the genre or their previously established character. Just because you have the freedom to do whatever doesn't mean that whatever choices you make are "in character." Now, all that said, in practice I don't worry so much. I don't mind if people role-play in third person. I don't mind if they basically play themselves. I don't mind if they play a 2 dimensional character. If they are having fun and not ruining the fun for everyone else at the table, all is good. But I totally disagree with the notion that games with mechanical narrative elements somehow inhibit role-playing. [/QUOTE]
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