elander_
Arbiter
- Joined
- Oct 7, 2005
- Messages
- 2,015
It's amazing how much apparently intelligent dumbfucks don't know what roleplaying truly means. The dumbfuckery of misconceptions never ends but i will only list the most common:
1) It has stats doesn't it then it's a roleplaying game.
2) Role-playing is playing a role, it's explained in the dictionary.
3) In my PNP sessions the DM always tells me what to do and he is also screwing my sister.
Ok so heres a small and streamlined metaphor to help dumbfucks understand the feeling of roleplaying. The metaphor i'm going to use is that of creating a painting. An rpg is like an empty canvas, usually the canvas is not completely blank but there is a background already drawn as an initial sketch, that is onçy a rough sketch and devoided of meaning. This is what the roleplayer, in this case the painter, will add to the canvas.
Comparable to the painter tools are the roleplaying tools. The colors, the palette, the different brushes in this case translate into personal skills, attributes and perks; affiliations; reactions; reputation that will be used trough a variety of roleplaying opportunities capable of creating distinctive traces in the world canvas.
A game can be a bad rpg for many reasons. There's not enough colors and brushes which translates in a deficit of roleplaying opportunities.
The canvas sketch does not allow for freedom of expression. This happens in role-propelled games when the story is already laid out and roles have already been played in a rigid way for the most important decisions that would create any significant change on the world canvas.
Some dumbfucks will say you can't create such a game despite the fact that such a game was already been created more than once. Which is one of the reasons why they are dumbfucks in the first place.
Probably the best example of this is Fallout. In this game the player actions can shape the Fallout world canvas. Cities can raise and prosper while other cities can decline and fall. It's the player role to shape the destiny of the wastelands but how this will happen depends on the player character.
There's a main-quest to give a linking goal to the land but this main quest only serves the purpose of giving some background to the world canvas. The main quest goal is a vulgar save the world which is convenient for it's purpose. Of course there's no way to change the ending of the main quest but that isn't important because this is just the main quest.
A bad example of a roleplaying game is DeusEx. It's no doubt a great game and a fascinating game but it plays like an action adventure game. The players role is propelled trough a pre-determined path and there's little the player can do to create a significantly different story.
To understand why DeusEx is a bad roleplaying game you (the innocent dumbfuck) have to understand the difference between rpg tools and the result of their correct application to create a world where the player has freedom of expression to finish the world canvas and create a character.
It's usualy said that when we paint a color we are also painting the colors around that brush stroke and this is also true with rpgs when we create a character the world where that character lives is also part of him.
This is a guide to dumbfucks and it already has too much text, but one last word about hyping.
Fallout was hyped as a game where the player had an important role in changing the destiny of the wastelands and that was not only referring to saving the world in the main but every village, city or "zone" where the player has been could be changed.
1) It has stats doesn't it then it's a roleplaying game.
2) Role-playing is playing a role, it's explained in the dictionary.
3) In my PNP sessions the DM always tells me what to do and he is also screwing my sister.
Ok so heres a small and streamlined metaphor to help dumbfucks understand the feeling of roleplaying. The metaphor i'm going to use is that of creating a painting. An rpg is like an empty canvas, usually the canvas is not completely blank but there is a background already drawn as an initial sketch, that is onçy a rough sketch and devoided of meaning. This is what the roleplayer, in this case the painter, will add to the canvas.
Comparable to the painter tools are the roleplaying tools. The colors, the palette, the different brushes in this case translate into personal skills, attributes and perks; affiliations; reactions; reputation that will be used trough a variety of roleplaying opportunities capable of creating distinctive traces in the world canvas.
A game can be a bad rpg for many reasons. There's not enough colors and brushes which translates in a deficit of roleplaying opportunities.
The canvas sketch does not allow for freedom of expression. This happens in role-propelled games when the story is already laid out and roles have already been played in a rigid way for the most important decisions that would create any significant change on the world canvas.
Some dumbfucks will say you can't create such a game despite the fact that such a game was already been created more than once. Which is one of the reasons why they are dumbfucks in the first place.
Probably the best example of this is Fallout. In this game the player actions can shape the Fallout world canvas. Cities can raise and prosper while other cities can decline and fall. It's the player role to shape the destiny of the wastelands but how this will happen depends on the player character.
There's a main-quest to give a linking goal to the land but this main quest only serves the purpose of giving some background to the world canvas. The main quest goal is a vulgar save the world which is convenient for it's purpose. Of course there's no way to change the ending of the main quest but that isn't important because this is just the main quest.
A bad example of a roleplaying game is DeusEx. It's no doubt a great game and a fascinating game but it plays like an action adventure game. The players role is propelled trough a pre-determined path and there's little the player can do to create a significantly different story.
To understand why DeusEx is a bad roleplaying game you (the innocent dumbfuck) have to understand the difference between rpg tools and the result of their correct application to create a world where the player has freedom of expression to finish the world canvas and create a character.
It's usualy said that when we paint a color we are also painting the colors around that brush stroke and this is also true with rpgs when we create a character the world where that character lives is also part of him.
This is a guide to dumbfucks and it already has too much text, but one last word about hyping.
Fallout was hyped as a game where the player had an important role in changing the destiny of the wastelands and that was not only referring to saving the world in the main but every village, city or "zone" where the player has been could be changed.