Monday, February 23, 2009

Role-playing

Though these games we play are called role-playing games, role-playing often seems to take a back seat--especially in D&D from 3rd edition on. However, the sessions and games I've enjoyed most are the ones most focused on the role-play element ("wut iz this ar pee!?"). But how does role-play even work? Is it correct to call D&D a role-playing game, or is it a game with role-playing?

If one is playing a card game, it has rules about cards. What rules does D&D or WoD have about role-playing? In AD&D, there was the reaction roll. Percentile dice, modified by your charisma score (per a chart) determined how positively or negatively an NPC reacted to you. There were also alignments that dictated moral roleplaying, and certain mechanical penalties for violating those alignments (loss of a level if your alignment changed, loss of special status for Paladins, Clerics and Monks).

In World of Darkness, there's an even greater array of "role-playing rules." Characters had three base attributes to tell us about their social abilities (presence, manipulation and composure), which tied into an array of skills (including persuasion, empathy, socialize, etc.).

Now, recall that, above, I said some of my favorite gaming memories stem from games focused on role-playing. The shameful truth is, I usually ignored or downplayed these role-playing rules. Sometimes I'd roll them and ignore the roll, or I would simply forget to roll in the heat of the moment. Instead of allowing the dice to determine the outcome of role-playing "encounters," I allowed success to stem from role-playing skill.

Now that I say it that way, it seems like a no-brainer. Why should the inattentive clown in the corner whose character has high manipulation and a good persuasion roll be able to convince the neighboring werewolf pack to assist against a greater threat? You don't win a hand of poker by rolling a seven and you don't succeed at role-playing encounters by rolling a twenty. You succeed by role-playing well.

What does this all have to do with my homebrew fantasy game? Well, it means that the emphasis is on role-playing, and this emphasis is to be achieved not by a long list of rules, skills and sub-systems, but, instead, by their absence.

You should expect to see a sub-system that rewards archetypal behavior, but this will affect the characters behavior in broad strokes, steering them towards a destiny negotiated between the player and the DM. However, if you want the Duke to send armed guards with you as you negotiate the dangers of the Dread City, it's time to get in character.

No comments:

Post a Comment