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Why Jargon is Bad, and Some Modern Resources for RPG Theory
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<blockquote data-quote="Crimson Longinus" data-source="post: 8668898" data-attributes="member: 7025508"><p>Right. And this is common way to handle this and how I usually do it in games like D&D. And it is fine, but it is not the only way to do it. These are things that are really easy to do freeform, and many games do just that. Also, the important part why I'm fine with this in some tabletop games is that it is used only "against" NPCs. The GM has a different role, their intuitive understanding of the NPCs probably isn't as deep as the players have of their characters, and advocating for the NPCs isn't their only job anyway. But I absolutely wouldn't want PC decisions to resolved via a dice roll. My role as a player is to make decisions for my character, so if we outsource that to the rules or the dice, I no longer need to be there.</p><p></p><p></p><p></p><p></p><p>Sure. But this is about problem solving or "winning" aspect of the characterisation. And, yes, rule structures help there, though they might not necessarily be terribly immersive. But that's really is not the core of characterisation, at least not to me. Holmes is sort of manic depressive emotionally stunted unconventional genius. You only need the rules to help with the genius part.</p></blockquote><p></p>
[QUOTE="Crimson Longinus, post: 8668898, member: 7025508"] Right. And this is common way to handle this and how I usually do it in games like D&D. And it is fine, but it is not the only way to do it. These are things that are really easy to do freeform, and many games do just that. Also, the important part why I'm fine with this in some tabletop games is that it is used only "against" NPCs. The GM has a different role, their intuitive understanding of the NPCs probably isn't as deep as the players have of their characters, and advocating for the NPCs isn't their only job anyway. But I absolutely wouldn't want PC decisions to resolved via a dice roll. My role as a player is to make decisions for my character, so if we outsource that to the rules or the dice, I no longer need to be there. Sure. But this is about problem solving or "winning" aspect of the characterisation. And, yes, rule structures help there, though they might not necessarily be terribly immersive. But that's really is not the core of characterisation, at least not to me. Holmes is sort of manic depressive emotionally stunted unconventional genius. You only need the rules to help with the genius part. [/QUOTE]
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