They should try playing Golden Sky Stories.
Words of wisdom. Many players hate the boring interaction that is roleplaying. Don’t harsh on our groove just because you do. Incorporate both and allow the people who like it to do it for the ones who don’t.
How quick they forget. I guess it could be related to the charisma check to rule the kingdom, or the lovely charisma bluff to say the princess died from land sharks, or when they had one of their characters marry the princess to become the king and used charisma checks to mess everything up (And had the elves rename their lands into insulting themselves)
“Hits” pretty close to the mark. Makes me want to roll up a dwarf warrior named: Thaco the short cutter of Plho’t
My DM experience was mostly dreaming up what happens if they talk well, determining how things change if they talk poorly, admitting that hitting certain things would actually work (sort of) and then trying to be generous with interpreting magical outcomes just because it felt kind of like role playing in that it took more imagination. Kind of like in the Heroes Quest series where imaginative spell or their skills could move the plot along as well as talking or hitting things. Ah it’s nice to have options.
It hits close to the mark, indeed. When I’m DMing, I’d prefer combat to be more cinematic, with fewer hours of generally-bored dice-rolling and relying on stats from the book in lieu of players actively trying to think up ways to work the combat…with ME responding in tandem about just how I’m killing them. 😉
As for the roleplaying segment itself, it’s why I lose interest in so many of the games I join: I’m probably the only one truly interested in taking out an hour to work dialogue and buff NPCs into actual people rather than moving us all along to the next plot point.
I like combat, but I also like role playing.
There are a few game systems that try to use “Social Conflict” Rules extremly similar to combat.
Namely Warhammer Fantasy 3rd Edition
All I’m hearing there is ‘we suck royally at roleplaying and therefore would prefer to hack our way through everything’.
Maybe he should just roll up a pnp ruleset for Gauntlet.
SJG released “Frag” a few years back, and billed it as a tabletop first person shooter — does it allow for multiple players?
Seems less like a problem with the individual players and more a problem with the group dynamic. Well, to a degree; I know some players just want the combat, but most I know like certain areas of role-playing… plus the combat. XD
I think it works better when the group has some more diversified interests. You know, where there is one player who loves handling diplomacy, palace intrigue, etc. while another enjoys handling similar things but on the street level, while someone else enjoys haggling for a good deal on the group’s replacement gear or similar purchases and another might spend his time checking for adventure hooks… while conning people out of coin at the tavern. 😉
That is where the GM skill comes in; making sure that the stuff the others normally wouldn’t enjoy becomes fun to “watch”. This comes from the GM (and that player in question) doing a good job of role-playing, plus some rewards that everyone can appreciate. There are plenty of ways for the “rewards” of playing such things out (and yes, the pitfalls as well) to affect the rest of the party, injecting additional excitement.
Granted, I always favored GURPS where combat can bounce between fatally real to (intentionally) silly and the rules allow it to be resolved with a few abstract dice rolls or with heavy detail.
It could be where GM skill comes in, but it can also be where the kender/halfling/gnome comes in. Thus, whenever people start to get bored they can come to the sudden (and potentially horrifying) realisation that if *they’re* getting bored then what the heck is the kender/halfling/gnome up to…
Even with social combat rules you just can’t know the odds like in actual combat, unless you make it really silly (like 3e diplomacy for instance). This is because generally you just have no clue about the DC you have to meet with your rolls … you can look at a monster, hit it a couple of times pretty much know it’s AC. You can’t do that with a concept in the head of a NPC with an unknown amount of evidence and background story strengthening it.
As for cinematic combat … when it just becomes bullshitting and ad-hoc DCs I’m again not interested, just like Lewis I like to know the odds. This is why I think stunt systems are cool, you can have a general idea when a stunt will sound cool enough to get you a numerical modifier … but that modifier still applys to DCs which are not ad-hoc.
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