Tonight on Point/CounterPoint

Tim Betz

It has been a long time since Dungeons and Dragons was first published. While Roleplaying games have developed and grown from there, placing a much greater emphasis on character development and interactions, the trend in modern Roleplaying systems seems to be the move towards a reduction in the amount of rules and dice rolling, and a much bigger emphasis on allowing the story to flow the way that the participants would like.

Some people however, see this trend as going to far, almost to the point of disposing with rules altogether, and feel that this takes away something that, to them, is an integral part of the roleplaying experience.

In a recent on-line discussion Tim Betz and Cameron Blackwood got together with Liam Routt to examine what effects these changes might have on various styles of play.

We join the discussion, already in progress...


Cam B.:
I think the damages are more constant and stuff (less rolling)

Tim B.:
That's all WW needs...
less realistic combat...

Cam B.:
I think it may make it more realistic. I think its liek a shotgun does '6' regardless (which is more realistic than the 15-0 levels currently

Liam:
Freeforms that I have played have been less satisfying than match the object and the place computer rpgs in terms of any sort of roleplaying...
sort of match the thing you want and the thing they have and trade for something they want...
Unfair to generalize the whole thing from thsoe expereices...

Tim B.:
I have the following problem with diceless combat.
If I can only die because the GM says so then I can only die when I've been really stupid and deserve it ('cause the GM will be fair) or if my death is angstful and storyline driven. It takes something away from the challenge and lessens my characters motivations...

Liam:
Tim said:
If you want to play a game where there is a story but more of a puzzle solving challenge you need skills that can fail, and ergo you need the dice.
And I don't know about that... I do think the dice need to be there some times to give uncertainty, but I'm not sure puzzle solving defines the time for me...
I tend to feel that I set puzzles that are almost always outside the system ....
Mechanics and dice add an aspect of threat and adventure... perhaps...

Cam B.:
combat damage. If you believe the traveller dudes then it shouldn't do that much damage (given that wonderful post about us/mexican border guards and levels of killing) (something like 290 shots fired and 2 deaths).

freeforms are more 'character interaction' centered in my view. I get the feeling we all want something inbetween pure interaction and pure boardgaming :)

I think you can reduce dice... say a combat round becomes roll 1d10 and the GM makes up the result from that. Thats random and able to be modified for environ. :)

mechanics and dice add both predictablity and unpredictability

Liam:
Ahh, but what if you can die when *you* or the GM feel it is appropriate, and you accept that you might not live through the story? Does that help? I mean, then you have the chance to make your own death happen and make it work for you. If it fits.
I don't know. For me player death is still the big difficulty. I mean players are the main characters. Mostly such characters survive in books.... But they are not as self-aware as player characters often are... Perhaps players just need to play the "character" more, without the system forcing them too?
I dunno

Tim B.:
Yes, but the nature of roleplaying is that the PCs have more than one way of solving the puzzles and problems they encounter. They are free to try and tackle them from any angle they can come up with. This means that the PCs might try and do something based on their characters abilities.
If neither the GM nor the PC are particularly knowledgeable about chemistry say, how does the result of a PCs attempt at using chemistry in a given situation get resolved?

Liam:
I just question whether the interaction in freeforms has much to do with "characters" It seems distant to me, a lot of the time. The Glorantha freeform I played was a massive exception, though, but I have heard it was dull dull if you had a small-time characxter...

Liam:
Vag: I see the dilema, but not the problem, really. I mean, if none of us know, then the GM can make physics (or chemistry) up and no one should be offended. If someone does know, then they chime in with knowledge. Then again things never work smoothly... And the problem would most likely need to be tackled by the *writer* for most puzzles of the sort we seem to be talking about which means the story probaly makes some assumtions, which the "real facts" may not support... ugly. But then, we are talking about the system supporting the writer, and I think that's a whole other kettle of fish...

Tim B.:
I have willingly sent characters to heroic "I am going to die" moments before. I like the sense of, I dunno, noble sacrifice that comes with knowing your death has achieved something. And if I have to fight thru and roll well to be able to take the bad guys with me, this sense of achievement is heightened.
Sure, I can say "I'd like my character to die heroicaly here, wading thru the evil army to grapple the enemy commander off the cliff" but it feels empty to me if I can just do it. It makes a fine story, I wont deny that...

Cam B.:
If all else fails, immortality can always be assured by spectacular error.
-- John Kenneth Galbraith
*wave* im off :)

Tim B.:
see you...

Liam:
hmmm. I see what you are saying. Its and empty gesture if you have to make it.

Bye Cammy! :

Tim B.:
It's not so much that as the feeling of "standing against all odds" and "heroicaly achieving something difficult and dying in the attempt" just dissapear if there is no "all odds" or "difficulty" because I can simply say "I would like to do this" and the GM has the choice of saying "You succeed" or "even though you are a main character, and in this style of play it is important your death be meaningful etc etc, you fail and are cut down like a dog where you stand..."

Liam:
: oh, that's pretty much what I meant, oddly enough. If the game relies upon you to say you are makin this gesture, the gesture becomes empty on one level, and self-serving posing on another level. I can see the need for a wall to push against, for the strength of your arm to be in any way measured, or important... I do wish it was not the case. And perhaps, in a different sort of game, it might not be so important. One where people started with radically different goals as participants. But that sounds quite different from what we are going when we commonly gather to roleplay... hmmmm.

I really gotta motor, though. Love to talk more later. You have my number, so to speak... :)

Tim B.:
I see where I misunderstood what you said...
Oh well, have fun, it has been most stimulating (and the rest of you can stop snickering)...