tag:blogger.com,1999:blog-1790030420507335953.post6176714398934443815..comments2024-03-23T08:21:07.075-07:00Comments on Points of Light: Legends & Lore: RoleplayingDavid Guyllhttp://www.blogger.com/profile/16299128722345607123noreply@blogger.comBlogger4125tag:blogger.com,1999:blog-1790030420507335953.post-28596013364949271382013-07-23T08:43:16.060-07:002013-07-23T08:43:16.060-07:00I think another advantage of the basic bonds/flaws...I think another advantage of the basic bonds/flaws/ideals model is that it could serve as a reference for the DM and players as to what their characters care about, want to do, etc. I cannot tell you how many times players have pitched me a goal on the side, and then largely forgotten about it when I put it in the game.David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-45139180962629961422013-07-23T08:38:19.437-07:002013-07-23T08:38:19.437-07:00Also, spearheadstudios, you don't need a syste...Also, spearheadstudios, you don't need a system to fight for you. Kids play cops and robbers without rules just fine. By the same token, you COULD roleplay while playing Monopoly (I hear the thimble is sort of like an elf ;) ). <br /><br />What including rewards for roleplaying, even minor awards like inspiration, does IMO is two-fold: 1) it implies to the reader what the designers of the game expect to happen therein, effectively encouraging them to do those things; 2) it provides just a little nudge for people to be thinking about how their character would react to or interpret the situation. <br /><br />Of course, individual groups can ignore this if they want, just as they could ignore one or all of the rules for any aspect of the game. Not all people need a nudge to start thinking like their characters. But I’ll say in my experience, players totally new to roleplaying could use the nudge.<br /><br />Personally, I would be psyched if they would/could just lift bonds straight from Apocalypse World/Dungeon World and aspects straight from FATE/SOTC/What-have-you. Particularly in the case of the latter, as you say the good part about aspects is that they are effectively double-edged swords: it doesn’t require the DM to think of ways to bring obscure flaws/weaknesses to bear on a given situation. <br /><br />Not sure they can do that, though...<br />Anonymousnoreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-63466201953557348202013-07-22T14:51:22.497-07:002013-07-22T14:51:22.497-07:00No one is saying that players cannot role-play wit...No one is saying that players cannot role-play without mechanics, but mechanics CAN provide an incentive or benchmark by which to make certain things easier or harder. The system also does not role-play for you, but offers you minor rewards if you do so.<br /><br />This can also provide mechanical weight to a character, making your decisions matter more as well as helping to maintain consistency. I would not want a system that flat out bans you from doing something, which none of the systems that I mentioned DO; instead they can make some things a bit easier or harder, which I am totally fine with.David Guyllhttps://www.blogger.com/profile/16299128722345607123noreply@blogger.comtag:blogger.com,1999:blog-1790030420507335953.post-43709451956260239532013-07-22T14:32:38.909-07:002013-07-22T14:32:38.909-07:00i found those to be kinda redundant, players RP, n...i found those to be kinda redundant, players RP, not the systems, you don't need a system to RP for you and punish you if you decided to play your character in a way the system say you can't (one of the reasons i hated alignments on older editions, was that it basically punish character development), if there is anything that it's optional on D&DN, it should be these mechanicsspearheadstudioshttps://www.blogger.com/profile/10116896355279361699noreply@blogger.com