GhanBuriGhan
Erudite
- Joined
- Aug 8, 2005
- Messages
- 1,170
This came up a few times in the current RPG philosophy threads, and I think it’s a core subject worthy of more in depth discussion and gamer-soul-searching. For one it's one of the things that set the current crop of action RPG's apart from what a lot of the old-school fans on the Codex prefer. Secondly it seems to be very central of what a lot of you give as their definition for a "real" RPG.
If I understood the comments right, a lot of you want as much distance from your character as possible, even to the extent of that character leaving your control at times (see the vices topic). The explanation given is that a RPG should be about the role of the character, not about the player’s skills or your real-life personality. To which I would agree, nevertheless I have a very different expectation to how I want to play a RPG and therefore to how I want the "role" to be implemented.
Let me try to define the difference as I see it, and I expect you will comment on that: It seems to me that the old school seems to see their role as players as a director or decision maker. You are basically asking, "What would this guy do in this situation"? My own approach is just slightly different - "So I am this guy with these traits in this fantasy world - how am I going to solve the situation". Basically it's ME acting out the role, like an actor on the stage, and while as an actor I have to stay "in character" I also expect the freedom to fill the role with my own interpretation of it, bring my own physicality and my own ideas into how I fill the role.
Therefore I have always seen role-playing a little different as many here, "me acting out a role" with a much more active stance on my part. In other words, many of you seem to expect the game to define the character for you: every interaction based on the stats that define the character: dialogue options based on skills, trap detecting based on skills, fear and vices in the extreme case taking control of your character. Me on the other hand, I expect the game merely to give me the options to act out my role and the feedback that makes it feel right.
I guess my approach may be less suited to "extreme" roles that are very different from myself, but is it less role-playing? Is it less role-playing if the game does not force you to act in a certain way, but merely gives you the option. In one case you define your character a priori and force it to play out the assigned role. The fun is in navigating the game in the best way possible for this specific character. In the other case the role is something that develops as you play it, something organically developing out of your choices in the game. Both are valid role-playing IMHO - I merely want control at a higher level on how I play the role. So why should games with a strong player skill element be worse RPG's?
Based on my approach I hope you can understand why I see player skill elements not as something opposed to role-playing. It's me playing the role, the game system should serve as a filter to translate my own skill to what my character can do, not replace it. To use the lame stage actor analogy again: I may play a guy with a limp that's 30 years older than me, but it's still my body up there, me moving.
The advantage as I see it is in immersion, I want to be there and live through these adventures, that was my motivation from way back in the P&P days. I want to enter Middle Earth, or Tamriel, or the wastelands, and live out an imaginary life there, not move a game figure around a game world.
Interestingly that reflects back to different schools in P&P to: we never used any figurines etc. to play, relying purely on description and imagination (plus the rule system of course)- but I know that other P&P player use these extensively, making a P&P session much more like a board game. That’s the effect extreme dependence on character skills has for me: it makes the game more like a board game, a strategy game, instead of the half game / half simulation experience I am after. But I do maintain that both ways can be played as valid and deep RPG experiences.
To cut the most obvious retorts short: I am not talking about MW or Oblivion being games that support my way of playing very well. While they allow the freedom, they fall short in dialogue options, and in the feedback department as well.
If I understood the comments right, a lot of you want as much distance from your character as possible, even to the extent of that character leaving your control at times (see the vices topic). The explanation given is that a RPG should be about the role of the character, not about the player’s skills or your real-life personality. To which I would agree, nevertheless I have a very different expectation to how I want to play a RPG and therefore to how I want the "role" to be implemented.
Let me try to define the difference as I see it, and I expect you will comment on that: It seems to me that the old school seems to see their role as players as a director or decision maker. You are basically asking, "What would this guy do in this situation"? My own approach is just slightly different - "So I am this guy with these traits in this fantasy world - how am I going to solve the situation". Basically it's ME acting out the role, like an actor on the stage, and while as an actor I have to stay "in character" I also expect the freedom to fill the role with my own interpretation of it, bring my own physicality and my own ideas into how I fill the role.
Therefore I have always seen role-playing a little different as many here, "me acting out a role" with a much more active stance on my part. In other words, many of you seem to expect the game to define the character for you: every interaction based on the stats that define the character: dialogue options based on skills, trap detecting based on skills, fear and vices in the extreme case taking control of your character. Me on the other hand, I expect the game merely to give me the options to act out my role and the feedback that makes it feel right.
I guess my approach may be less suited to "extreme" roles that are very different from myself, but is it less role-playing? Is it less role-playing if the game does not force you to act in a certain way, but merely gives you the option. In one case you define your character a priori and force it to play out the assigned role. The fun is in navigating the game in the best way possible for this specific character. In the other case the role is something that develops as you play it, something organically developing out of your choices in the game. Both are valid role-playing IMHO - I merely want control at a higher level on how I play the role. So why should games with a strong player skill element be worse RPG's?
Based on my approach I hope you can understand why I see player skill elements not as something opposed to role-playing. It's me playing the role, the game system should serve as a filter to translate my own skill to what my character can do, not replace it. To use the lame stage actor analogy again: I may play a guy with a limp that's 30 years older than me, but it's still my body up there, me moving.
The advantage as I see it is in immersion, I want to be there and live through these adventures, that was my motivation from way back in the P&P days. I want to enter Middle Earth, or Tamriel, or the wastelands, and live out an imaginary life there, not move a game figure around a game world.
Interestingly that reflects back to different schools in P&P to: we never used any figurines etc. to play, relying purely on description and imagination (plus the rule system of course)- but I know that other P&P player use these extensively, making a P&P session much more like a board game. That’s the effect extreme dependence on character skills has for me: it makes the game more like a board game, a strategy game, instead of the half game / half simulation experience I am after. But I do maintain that both ways can be played as valid and deep RPG experiences.
To cut the most obvious retorts short: I am not talking about MW or Oblivion being games that support my way of playing very well. While they allow the freedom, they fall short in dialogue options, and in the feedback department as well.