Since there seems to be some confusion:
Define the term "Roleplaying" in the context of tabletop gaming.
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Since there seems to be some confusion:
Define the term "Roleplaying" in the context of tabletop gaming.
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Doing voices.
Playing a role.
fpwp
If you know, you know
In-character social activity
what is the "role" being played if its just muh dood talks tho
The dude is the role. Like when an actor is cast in a role.
Most of the time games don't reward being a theater kid or establish a consistent mechanic for handling these things, so that's not part of the game.
The game might not reward roleplay, but the DM (and other players) should if they are any good. The game rules are just the mechanics of the world you are roleplaying in. It's not set to one style though, as some groups prefer RP heavy gaming, while others prefer to play RPGs like a competative tactical wargame.
So, tell me how a bunch of nonsense that has no effect on status quo is "a game."
Because ot brings me joy and is fun while counting modifiers is boring. Ofcourese heavilly autistoc people would find little numbers on paper more fun. There diferent types of games. This is why some people play combat warganes like DnD/Pathfinder and find them fun while others play roleplaing games.
>coping this hard
i don't even play dndogshit but you sound mad
You can have joy and fun without something being a game, so your subjective feelings don't make it a game.
Can you answer a simple question?
My games does. Anyway, have you tried not plating DnD? True RPers explore characters not dungeons.
How can a game reward something that is completely subjective? The game is there to provide structure, common ground and set expectations for the role playing - the role playing itself, you do because it's fun.
>inb4 'I don't think it's fun' or 'fun is a buzzword'
I don't care what you think, and neither does the game. That's what it's there for, period.
that's the point of a gm, make rulings when things are subjective
By establishing a selection of characters you can choose from, defining personality and behavioral traits that are accurately measurable, and granting rewards for adhering to those things or penalties for deviating.
Oh, that's a shit idea? I thought you loved roleplaying. Creativity comes from limitation, and a focus on narrative is only properly represented when the plot, characters, and powers are consistent. Otherwise, it's just about people playing whatever Mary Sue they want with the GM making asspulls when they want, with no sense of scale, stakes, or structure; and that's not a game, nor is it part of a game.
When it comes to creativity, limitations are good. Inflexibility is not. And how would you express character growth in your rules? Since we've established the characters have personality and character traits, these should change over time, no? But those changes can't be predefined, because change is always in relation to the environment. So we'd probably need complex tables to determine how the character develops, which I'm not against, but I could understand that a lot of people don't want to play that game
>And how would you express character growth in your rules?
There are literally rules for this in Dungeon World
>Dungeon World
gr8 b8 m9
Not an argument
im not arguing, i thought was you posted was pretty funny. imagine playing a game written by pic related.
Koebel being an ugly creep doesn't change the fact that he figured out or stole rules for character growth and they're present in Dungeon World.
>something good exists that was created by this abomination
roflmao, keep the zingers coming anon
>ugly woke pedophile creep that molests children
>in your rules
In my rules, I wouldn't establish anything about being a theater kid. What I said before was the way to set measurable metrics for supporting being a theater kid through the mechanics.
>So we'd probably need complex tables to determine how the character develops
Or you could generalize them down to a handful of scenarios. It's about accuracy, as I said before, not necessarily precision.
>but I could understand that a lot of people don't want to play that game
And that has no relevance to a discussion about making quantifiable mechanics.
So what exactly is a theater kid to you, anyway? If you codify characterisation, they're engaging with the game, how is that any different to the game without the rules you described? What it comes down to, I guess, is what is your point?
A theater kid is someone who puts on a funny voice for the invisible men in his head and asserts he is playing a game, because he conflates having his personal brand of fun with a structured activity.
The difference between a game not supporting theatrics and supporting them is arbitrary whim of the referee versus the established terms of the game.
If the umpire decided to call a home run for a batter because of his life at home, the batter has not engaged with the game.
If the quarterback decides to have a conversation with the referee about their wives, he is not engaging with the game.
If the game doesn't support an action, performing that action isn't engaging with the game.
Consider this: in an RPG gameplay and what I guess I'd call narrative, though without meaning to imply the existence of a predetermined plot, are two interconnected but partially separate parts of the role-playing experience. Both matter, and which should matter more, assuming either of them should matter more than the other, is nothing but an entirely subjective matter of taste. Engaging with the world and NPCs, even when no mechanics are involved, is no less worthwhile or acceptable than engaging with the mechanics. A roleplaying game is a blend of game mechanics and collaborative storytelling, not one or the other. Theather kid and dungeon crawler are every bit as welcome in roleplaying games, though my preferred playstyle and preferred type of player are to be found somewhere between those two extremes.
>Engaging with the world and NPCs, even when no mechanics are involved, is no less worthwhile or acceptable than engaging with the mechanics.
False. Munchkins deserve the rope.
For something to be a game, it needs a win condition or a lose condition or a score system. What are those in these games you mention?
There are social games with clear win and loss conditions like poker or mafia where talking is engaging with the game, even if you're not selecting from a dialogue menu.
If the Rogue calls the king a Black person and the king kills your party you've engaged with the game and entered a loss state by roleplaying.
>Creativity comes from limitation
Congratulations, you just explained what the rules are there for. Which I had already stated in my post.
And I answered the question: "how can a game reward something that is completely subjective?"
So thanks for acknowledging that.
>how can a game reward something that is completely subjective?
By having a game master. You're asking questions that were already solved long before you were born.
I didn't ask that question, you fricking moron.
I literally just said I answered it.
Do you have brain damage?
Brain damage may be a cause of autism.
>reward
i don't get this video game thinking. i've never needed a system to reward or punish me, what the frick are you talking about?
I say "reward" and "punish" because it's more concise to type than "a significant positive or negative change in status quo through logical cause and effect", which I'm certain wasn't invented by video games.
Also, if you've never scored or been penalized in any game, you've never played any games.
The reward is that the game isn't fricking boring you munchkin shitter
When I play billiards, it's really fun to just hit on the waitresses or chat them up while it's my turn. While my opponent is seething, waiting for his turn, the conversation really makes the game not boring.
I love playing billiards for talking to girls.
>I love playing billiards for talking to girls.
> Role-playing or roleplaying is the changing of one's behaviour (...) to act out an adopted role.
I really don't see why you think it has to be specific to tabletop games. As soon as one talks as if he was a character within' the game, it is roleplay.
> Most of the time games don't reward being a theater kid or establish a consistent mechanic for handling these things, so that's not part of the game.
Focus on the parts that gives you tangible rewards and sue the designers for misrepresentation. I don't care.
That's fine. My group has a campaign of Arkham Horrors, the card game going on, and we have a blast.
Have you tried talking with the other billard players? They might enjoy the conversation then, even if not all of them participate every time.
It's when instead of calling you a homosexual, my character calls you a homosexual
A role is something like a cashier or waiter so the idea is to pick or create a character concept and play then play that role.
Have you seen characters in a play? When you are in character you act and interact with the fictional world is if it were real, that's roleplaying.
Putting yourself in the shoes of an invented persona for the purpose of imaginary play. Most tabletop games involve a small degree of roleplay but RPGs are most focused on it, hence the name.
Try the definition:
to assume the attitudes, actions, and discourse of (another), especially in a make-believe situation in an effort to understand a differing point of view or social interaction
Now think about that in the context of games.
to assume the attitudes, actions, and discourse of a character in a make-believe situation
That's it.
The act of playing a role.
That role could be a role in the party, a role in combat, a role in a king's plan to establish relations with other nations. Any role. It doesn't exclusively mean to put on a voice like a theater school dropout and waste time on shit that isn't the game.
What if the game is about character interaction, where you run more than one pc and need to do voices to distinguish which is which at any given time?
You don't need to do voices.
Have you ever read a book or listened to an audiobook? There are these things called "dialog tags" that tell the reader who is talking.
I'm not interested in role playing games. Instead I play fantasy adventure games
It's the act of interacting with the fiction of the gameworld as if it's an actual world. None of the rest of this shit matters. Also is pretty cool, I too like to be a gay.
To add on to this, 'Narrativist' games often explicitly downplay roleplaying. In explicitly trying to write a dramatic story together, you are getting rid of the idea that this is a world that exists, it's simply a story where you get to decide the next twist.
I actually really like this definition. It emphasizes the benefits of a roleplaying game and matches most goals people have when playing them.
That's a good definition that includes the variety of ways people play RPGs.
They can, they just define it in several different and often mutually exclusive ways. I think the definition of
more or less includes most definitions people use, though. Disagreements about whether roleplaying games should be like improvised amateur theatre - which is not a bad thing - or dungeon crawling or something else are ultimately just about different tastes and fa/tg/uys autistic inability to understand the concept of different people having different tastes.
Why can't roleplayers define roleplaying?
Frick this old meme.
Christ, I've got flashbacks to /b/ like somewhere in the ass-end of 8 years ago oh god, you really are here forever.
Making decisions and taking actions according to a set of caracteristics belonging to a character I made up.
Anything before of after this post is irrelevant.
/thread.
Never post pictures of my wife without my permission.
Year 9 drama class. 100% autists
When you play a wargame but only control one dude.
It's when you write your dialog "Like this," your actions *like this,* and the dice come in some variation of /roll XdY
Playing a character instead of a build and/or alignment. So damn near impossible for most /tg/ posters.
Playing make believe by someone else’s rules.