RPGnet Columns
07-02-2004, 05:18 AM
Post originally by Sergio Mascarenhas at 2004-07-02 04:18:19
Converted from Phorums BB System
<< The difference is clear. In combat, detailed rules enable a player to better express the actions of her character; they enhance the roleplay (yes, combat is just as much "roleplay" as any other situation). In social situations, rules tend to limit a player's expression of his character within the scene. >>
Ok, let's think about neither combat or social situations. Let's think about driving a car. Why don't we interpret driving a car? After all, when we are children (at least a good deal of us) we love to do it. We sit in the car and start simulating we are handling the gear. We even 'role-play' the car ("wrumm, wrumm!"). Why do we drop it latter in our lives? Some times we do in a moment of excitment, say, when we're following a car race. But in most cases there are things we don't interpret. If we want to role play them se use different devices that we call symbols. Wargames are simbolic representations of war. Rpgs have both interpretation and symbolic components.
Now, why do we - we roleplayers - think that social situations have to be dealt with interpretation and that symbolism is not enough? Your take is that symbolism is not the best way to allow the player to feel his character (that's how I interpret what you write above).
My take is a little different. People prefer interpretation over symbolist (and vice versa) depending on their experience of the situation and how it relates with the what's happening when they are roleplaying.
When people are roleplaying we have several persons around a table verbaly interacting. Real combat, realy driving a car, jumping over a cliff, picpocketing, are things that are not done around a table through verbal interaction. Because of that we are more comfortable by playing them through symbols. Interpretation these actions is too contrieved and is obviously artificial.
Now, social interaction is something we often do around a table through verbal interaction. Roleplaying is actually an instance of the set of social situations we can think about. Because of that in this type of game situations intepretation seems more natural to the players than resorting to symbolic representation.
<< we may not allow the NPC to give the PC even a minimal amount of respect until the PC has proven himself with a successful charm or etiquette roll. We may allow the player to deliver a convincing, eloquent speech, only to have him suffer the indignity of a failed diplomacy roll >>
The problem is because we fail to have a clear focus on what's the purpose of an action resolution system, specially when we consider social situations. We also loose the issue is about the characters, it is not about the players (the player says "I delivered a convincing, eloquent speech" but this 'I' is him, the player, not the character, yet the speech is to be understood as being the action of the character).
Suppose a group where interpretation is not allowed. Even in the case of social interaction the players resort to symbolic representation. No first-person speechs. Is it possible? Definitely. Is it roleplaying? Certainly. It highlights an important aspect of action resolution, even if applied to social situations: It is there to decide the outcome of the situation in a fair manner that is faithful to the description of the characters. Relying exclusively in the eloquence of the players does not live up to that standard.
If we drop completely interpretation we are left with an action resolution system for social situations that will be very similar to a combat action resolution system. This should always be our departing point. Yet, players may love the interpretation. How to couple it with symbolic action resolution? There is simply no fool proof solution to the problem because we are dealing with two different sets of issues that don't blend well.
Sergio
Converted from Phorums BB System
<< The difference is clear. In combat, detailed rules enable a player to better express the actions of her character; they enhance the roleplay (yes, combat is just as much "roleplay" as any other situation). In social situations, rules tend to limit a player's expression of his character within the scene. >>
Ok, let's think about neither combat or social situations. Let's think about driving a car. Why don't we interpret driving a car? After all, when we are children (at least a good deal of us) we love to do it. We sit in the car and start simulating we are handling the gear. We even 'role-play' the car ("wrumm, wrumm!"). Why do we drop it latter in our lives? Some times we do in a moment of excitment, say, when we're following a car race. But in most cases there are things we don't interpret. If we want to role play them se use different devices that we call symbols. Wargames are simbolic representations of war. Rpgs have both interpretation and symbolic components.
Now, why do we - we roleplayers - think that social situations have to be dealt with interpretation and that symbolism is not enough? Your take is that symbolism is not the best way to allow the player to feel his character (that's how I interpret what you write above).
My take is a little different. People prefer interpretation over symbolist (and vice versa) depending on their experience of the situation and how it relates with the what's happening when they are roleplaying.
When people are roleplaying we have several persons around a table verbaly interacting. Real combat, realy driving a car, jumping over a cliff, picpocketing, are things that are not done around a table through verbal interaction. Because of that we are more comfortable by playing them through symbols. Interpretation these actions is too contrieved and is obviously artificial.
Now, social interaction is something we often do around a table through verbal interaction. Roleplaying is actually an instance of the set of social situations we can think about. Because of that in this type of game situations intepretation seems more natural to the players than resorting to symbolic representation.
<< we may not allow the NPC to give the PC even a minimal amount of respect until the PC has proven himself with a successful charm or etiquette roll. We may allow the player to deliver a convincing, eloquent speech, only to have him suffer the indignity of a failed diplomacy roll >>
The problem is because we fail to have a clear focus on what's the purpose of an action resolution system, specially when we consider social situations. We also loose the issue is about the characters, it is not about the players (the player says "I delivered a convincing, eloquent speech" but this 'I' is him, the player, not the character, yet the speech is to be understood as being the action of the character).
Suppose a group where interpretation is not allowed. Even in the case of social interaction the players resort to symbolic representation. No first-person speechs. Is it possible? Definitely. Is it roleplaying? Certainly. It highlights an important aspect of action resolution, even if applied to social situations: It is there to decide the outcome of the situation in a fair manner that is faithful to the description of the characters. Relying exclusively in the eloquence of the players does not live up to that standard.
If we drop completely interpretation we are left with an action resolution system for social situations that will be very similar to a combat action resolution system. This should always be our departing point. Yet, players may love the interpretation. How to couple it with symbolic action resolution? There is simply no fool proof solution to the problem because we are dealing with two different sets of issues that don't blend well.
Sergio