I've just discovered a (seemingly, so far) good podcast on gaming called "Fear the Boot".
Listening to the first episode, I came across the following bit of discussion. It made me think of the numerous debates and discussions that we at Dumpshock have in regards to questions regarding when to use the dice and when to rely on roleplaying. More specifically, it made me think of a recent redressing of the question of roleplaying social skills versus rolling the dice, and what effect one should have on the other.
The following bit of the podcast isn't directly related to that question, but to the overall question of "RP vs. Dice". There are two views presented, and a third "middle ground view" (which I won't be including here).
Here are the two main views (slightly edited for print; keep in mind this was spoken, I'll do my best to make it retain their thought processes):
View 1: [A game is a] simulator. You have to stick to the numbers, because the numbers have to be meaningful, and the [characteristics that the] numbers [represent] are ultimately better or worse than the [person running the character]. But at the same time, you have to keep the players involved. Make them play it out, make them talk it out, because if all you're going to do is run the numbers, why even bother having anyone show up when you could just roll the dice yourself? So, keep [the players] involved, but bring [the game] back to the numbers for determining success or failure.
View 2: If [an] action is going to be boring, roll it, get it out of the way, and move on with the game. If it's going to be interesting, (whether it's right or wrong, and the gamemaster has to reign this in, he has to reign in whether it's going to be real or if it's going to screw up the game), role play it out. If there's [a choice] between [role playing] something and rolling it, I would rather [role play] it unless it's going to be boring. I want to keep the game popping, I want to keep it moving, and the more people I can can get into the game, to get them involved with it, the better. Whatever keeps everybody entertained.
The third guy pretty much gives his view that you can combine the two. He gives the option of (paraphrased and assumed in part, because they cut him off and he doesn't go back and complete his thought): If a player does a really good job describing something and it sounds like it would work, then you should give it to him. On the flipside, if he's trying to do something an he totally screws it up, you should give him [the chance to fix it by rolling the dice].
::Conjecture on if he had finished:: Let the dice be a backup to a player's natural ability or inability to play a part of a role.
Listen to this 'cast here to get a more complete feel for the overall path of the discussion being presented: http://media.libsyn.com/media/feartheboot/...heboot_0001.mp3
The discussion in question is in the latter half of the show (sorry, I don't have an exact marker).
Now, they aren't strictly dichotomous, I know. But, I thought it was an interesting way of discussing it that was removed from a specific situation, and I thought doing so might bring some new and interesting ideas to the discussion that might not come up if the case were strictly limited to one test or action.
Thoughts?