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5 years ago ::
Feb 04, 2008 - 8:16AM
#11
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RP is about the DM and the players. Not about rules of the game. Only DM and player can kill RP. If the rule help player and DM to RP why not... but it is not necessary:D
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5 years ago ::
Feb 04, 2008 - 8:38AM
#12
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Hey now, I grew up on Final Fantasy and if anything, I feel it's helped my roleplaying.
Their style may not be your cup of tea, but they're undeniably well written and compelling stories.
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5 years ago ::
Feb 04, 2008 - 8:41AM
#13
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Date Joined:
Jan 15, 2008
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Punishing people for their shortcomings is about as horrible and elitist as you can get. It's also incredibly hypocritical when you only do it to the shy people. Not to agree or disagree with you here, but doesn't the game also punish people for real life shortcomings in intelligence? Does the game not penalize poor, or poorly thought out, decisions? Don't physical games penalize people for being slower, weaker, or less coordinated? Granted, many physical games are competitive rather than cooperative, but the point still remains: should a game (any game) penalize or reward a player based upon the player's own qualities or deficiencies? Now, bringing it back to the game at hand, if we grant that it is acceptable for a game to reward or penalize a participant based upon their attributes, should roleplaying games (specifically D&D) do so? If not, should we (and if so, how would we) go about eliminating the inherent advantages that smarter or more charismatic players have? I mean, at that point you're trying to address group dynamics and social interaction and that's really outside of the scope of the game.
That said, I'm in favor of good social conflict rules and I hope 4e delivers. It's something I've been looking for for a long time.
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5 years ago ::
Feb 04, 2008 - 8:44AM
#14
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Date Joined:
Apr 21, 2004
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I find it amusing that people are complaining about a social combat system in D&D killing role play when the WoD games - home to the biggest roleplay not rollplay elitists that I know of - has had one for years.
Personally, I don't see the need for a social combat system, I don't think you need dice to do rp. However if others enjoy it, more power to them.
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5 years ago ::
Feb 04, 2008 - 9:23AM
#15
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Date Joined:
Mar 23, 2005
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Hey now, I grew up on Final Fantasy and if anything, I feel it's helped my roleplaying.
Their style may not be your cup of tea, but they're undeniably well written and compelling stories. Heh, even if they did receive horrible translations till 7 :P .
Remember, it's in the dmg, so it will probably be more of a tool for dm's to come up with social encounters quickly than the mechanics the player will be using to actually interact with the npcs (those would be in the phb under diplomacy or its equivalent).
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5 years ago ::
Feb 04, 2008 - 9:39AM
#16
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Date Joined:
Feb 23, 2004
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Punishing people for their shortcomings is about as horrible and elitist as you can get. It's also incredibly hypocritical when you only do it to the shy people. While it its being elitist its not hypocritical. I simply require that players portray their characters in line with the characters mental abilities, not their own. If they are unable to do this than they cant play that character. I dont let someone who has Int and Wis 8 come up with brilliant plans, I also stop characters with Int and Wis 16 before they make dumb mistakes.
What ViolenceInTheMedia said is true. The system already does this mechanically so whats the big deal applying it to roleplaying?
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5 years ago ::
Feb 04, 2008 - 9:41AM
#17
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Well again, much like alignment, its all player choice and there has always been the hack and slashers vs cinematic players.
Yes I have been on the end of the ugly stick where your statistical level 19 wis or Int or Cha guy was asked to respond to a question or Woo a maiden or convince a King and they laughed at your rhetoric. "hahaha, is that the best you can up with? And someone else would say, its the best Henry can come up with maybe, "hahahaha" the Maiden spits in your face and slaps you and walks away. Strength, Con and Dex are straight forward pretty much and you roll for success. Anything else requires communication and the DMs I know suck at bringing color to the game with it.
At Conventions, people aren't "required" to roleplay. They have to complete a list of objectives to advance in a tournament. Roleplay is not discouraged, but it helps ZERO to advancing, or so was my experience the few times I played at a Con and so also my friends confirmed when they played.
Again, this is another one of those grey areas where the manufacturers would hope it could be something settled by gaming groups but no, it does not except but a great group of people who take grains of salt with play yet manage the game so one doesn't dogma out the other.
The people who I know play all hate Game Mastering, so they leave it up to the same guy. Our time is precious and there is an X amount of time frame to game in. So we are told to keep talking to a minimum, if to even talk at all because people want to ADVANCE and gain LOOT! And are further reasons why I dont play. As one guy said, DnD is not suppose to be a miniatures battle game with a splash of story line and a "have at theee!" theme.
They way the guys I know play, I am better off playing an MMO - swat monster gain exp and loot to level to swat monster gain exp and loot. Its much more convenient to use with the same results. Just most attitudes online suck and in the end its just farming for: exp, loot, resources.
Thus I play an old free game still available - Angband (aka Moria).
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5 years ago ::
Feb 04, 2008 - 11:18AM
#18
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Date Joined:
Oct 30, 2007
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I think a social encounter rolling system will help roleplay. If you are forced to convince your DM with your own persuasion and not your character's charisma vs the npc's charisma then you can end up with players always resolving conflict with sword because they at least know how it works. If players know what to expect from a defined social encounter system they'll be more likely to use it and less likely to always resort to swords to resolve conflict.
Obviously it always boils down to the ability of a dm to use good judgement, but no dm or system is perfect but at least with a defined system you can have consistency.
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5 years ago ::
Feb 04, 2008 - 11:59AM
#19
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Date Joined:
Aug 18, 2007
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I find it amusing that people are complaining about a social combat system in D&D killing role play when the WoD games - home to the biggest roleplay not rollplay elitists that I know of - has had one for years. Dingdingdingding! Give this man a prize!
World of Darkness has always encouraged roleplaying over dice rolling. Yet they had complex rolls for social encounters (including seduction) since day one. I think honest to God, dynamic social encounter rules are the best thing to happen to D&D for a long time.
And how about this? Relay on the dice, -and- play it out, adding circumstance modifiers depending on the performance if its good?
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5 years ago ::
Feb 04, 2008 - 12:05PM
#20
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Somebody can explain this?
http://www.wizards.com/default.asp?x=dnd/4ask/20080201a
Do they want to kill the ROLE play? No. I've seen good games with social combat systems that do not penalize role-playing but in fact enhance it. The Dying Earth RPG is one of the best. It's meant to emulate the worlds of Jack Vance's Dying Earth series, which is filled with con artists who sometimes get the best of people and sometimes are gotten the best of.
So the system has a set of "paper-rock-scissors" attributes for your social offense and your social defense. (Intimidating Persuade trumps Obtuse Rebuff trumps Glib Persuade trumps Pure-Hearted Rebuff (and so on).) Players roll to see who wins and then you play out the scene. This forces people to accept playing a character who can be gotten the best of instead of just always winning through metagame player stubbornness. In this fashion, it actually *helps* role-play by preventing social encounter "munchkinism" and can lead to some really hilarious role-playing situations.
(The system also has an excellent mechanic for resisting vices and temptations that forces players to play the sort of venial rogues that populate his stories instead of the usual trouble-adverse, "sips a single ale for fear of alcohol penalties" PC you too often see elsewhere. It also awards bonus experience for fitting in phrases written by the GM to try to get people to use the sort of florid language in his stories too.)
The key is that you have to be able to step out of Actor stance (where I'm the character) or Pawn stance (where the character is my tool for interacting with the world) into Author stance (where I'm writing the character's story). This is a playing style that many so-called "Dedicated Roleplayers" have trouble getting their heads around but that many find enjoyable once they do. When you start looking at a character as a role in a story instead of "me with powers," it's a lot less upsetting to loose in social combat, but many gamers hate that because they identify far too much with their character as an extension of themselves.
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