QUOTE (Tyro @ Mar 28 2009, 05:34 AM)
Well said! *applause*
Hehe...thanks a lot.
QUOTE (Necro Sanct @ Mar 28 2009, 06:54 AM)
Well if we really want to get the basic of the basic in running a game sure. It would make for good a straight up turf war with nothing but all out battle.
That's not roleplaying, then.
I do not need a GM for that, a computer could do the same job.
Like Dwight already wrote, my approach will result in pretty much exactly the opposite of that.
Unless both the GM and the players are extremely unimaginative and have no clue what to do in a game besides shooting people in the face, of course.
But assuming i, as a GM, do my job correctly, such very basic arrangements will provide highly complex interactions, as i have written in my previous post.
I mean, you can try to do whatever you want in an RPG as long as either the rules cover it or the GM is able to make a judgement call for that action on the fly, right?
Why should i stick to shooting people up when i can produce goods, trade them, negotiate alliances, build up a gang of my own, set up legitimate or illegal businesses ranging from extraction of alchemical raw materials to bunraku parlors, do PR for my newfound enterprise, blackmail my opponents, run political intrigues, bribe the entire local police forces, hire mercenaries or do a hundred other things?
This type of gaming offers as many possibilities as real life, only that it is not your life or my life, but the life of people who set up gangs, syndicates, nation states, megacorporations or interstellar empires.
An all-out turf war may ensure somewhere in that process, but it is just one of many possible methods to go about one's business- if it is the only way for the players to handle things, they will end up pretty dead pretty soon.
There's so much more to open, permissive sandbox-type gaming than fighting.
And that's just the field of syndicate and gang operations- i haven't even briefly touched on possible activities in the media sector, the corporate world, a backwater place on the metaplanes or any other part of the sixth world.
Possibilities are endless.
And you don't need story for any of that.
What you need -and this is where we are getting back to our discussion- is good, old-fashioned role-playing.
Because this is how i, as a GM, determine what the opposition does and how it will interact with the PCs.
I do not look up what they are supposed to do in an adventure module, i play them as a good player would play his character.
I do what fits their character and their abilities when trying to achieve their goals.
Does this mean that i do not need dice or fixed rules?
Quite to the contrary.
Of course, in classic sandbox strategy simulations in 19th century Prussia (the origin of tabletop wargaming), rules only covered movement of troops on the playing field.
Outcomes of battle where decided by the players (and later referees) weighing plausibilities against each other.
So it
is possible to enjoy even strategy-heavy, challenging gaming without too many rules and without any dice involved, simply utilizing methods of basic roleplay GMing.
But it would be disadvantageous and unnecessary to still do so nowadays, over a hundred and fifty years later.
Reliable rules provide a better, fairer, more reliable and less time-consuming, therefor also less intrusive, basis for conflict resolution that is easier to work with, less likely to be contested by the players and that, in itself, produces an additional set of challenges.
In a nutshell, rolling the dice and sticking to the rules whenever possible is the healthy basis for a game focussing on a challenge of the player characters, as has excellently been laid out by previous posters in this thread.
But it does not substitute the reasoning abilities of the GM.
There will always be decisions to be made which are not covered in the rules, most of all which actions the opposition will take.
And these parts of the game are usually what challenges the
players, not the player characters.
I wholeheartedly believe that a great, memorable game will utilize both methods of resolution, the playing of roles and pondering of plausibilities as well as the application of hard mechanics and the quick and dirty dice rolling.
There is no dichotomy between roleplay and rollplay.
In themselves, they are both necessary and helpful tools to go about our hobby, even in the most combat-heavy games out there, even in games where no one is talking in character.
A good game will, in my opinion, always need both, no matter how little it seems to focus on one of these aspects.
They are absolute basics of our hobby, both of them.
There are forms of gaming, however, that overemphasize one of these two aspects.
And i believe that doing so takes something away from the game, something vital and essential.
Therefore, i disagree with the OP that a "roleplay"-heavy game is a widely applicable solution to the quarrels about SR4A.
This has nothing to do with the power level of the game either, one can be a rules lawyer in an ultra-gritty squatter campaign as well as a freeformer in an epic game involving mostly great dragons and immortal elves.
Roleplaying, not only as a method of task resolution, but also as acting in character, developing a character's personality and so on, is integral to anything but the most dumbed-down hack&slash scenarioes.
As soon as more than a simple recollection of game mechanics is involved, as soon as we leave the tactical level and simply start talking strategies, roleplaying becomes necessary to run a good game (note that i'm still mostly talking wargaming here, roleplay comes in at a very, very early stage of gaming!).
And i'm not even touching on the less conflict-oriented parts of the game, the social interaction between PCs and NPCs, the whole downtime (which all of a sudden becomes so much more important in the type of game outlined by me above) and so on.
Generals, emperors and space traders have their private lives as well, right?
As do PCs with insane dice pools.
Never let the fact that people pay a lot of attention to the rules fool you into believing that they do not also pay attention to the setting and their character's personality.
That i, for example, insist on considering the strategic level of the game does not mean i do not focus heavily on character development and acting within my role.
Quite to the contrary.
At the table, i can switch from hardcore strategist to dramatist within a moment's notice, and i love doing so, as it offers such a diverse and unique gaming experience.
And as i have hopefully made clear, as soon as i GM the way i want to, i
have to do both.
QUOTE (Dwight @ Mar 28 2009, 09:05 AM)
Then I suggest you might give it a try if the opportunity presents itself.
Well, if it does, i'll certainly do so.
But it's not very likely, i do not know anyone who has switched over to D&D4 (but then, D&D over here is a lot less popular than in the US to begin with).