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| Masterweaver |
Posted: Thu Jun 12, 2008 1:31 pm Post subject: Stats. |
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Grunt

Joined: 12 Jun 2008 Posts: 112
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I can understand stats in a dice game, but on a forum, they are JUST PLAIN DISTRACTING. A biography, some skill description, and a good sense of role-playing, and I'm more then satisfied.
What are YOUR thoughts? |
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| wrincewind |
Posted: Thu Jun 12, 2008 1:32 pm Post subject: |
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 Unstuffed

Joined: 30 Mar 2007 Posts: 10147 Location: Ankh-Morpork, Assassin's Guild
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stats can be helpful when it comes to things like leveling up your character, and giving a sence of advancament. they also require you to think about enhancements v limitations etcetera, and help to keep the game balanced. _________________
X
"Stone walls do not a prison make, Nor iron bars a cage"
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| Masterweaver |
Posted: Thu Jun 12, 2008 1:43 pm Post subject: |
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Grunt

Joined: 12 Jun 2008 Posts: 112
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I agree that the give a relative scale. However, a good role-player doesn't need stats to know how strong a character is. He just knows. Stats, I think, are a hangover form the dice days. If all you care about is stats, you are not, by definition, a role-player.
Unless you're playing a fourth-wall-breaking game. In that case, stat away! |
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| Myusername |
Posted: Thu Jun 12, 2008 1:44 pm Post subject: |
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 Stuffed Invincible

Joined: 02 Mar 2008 Posts: 2641 Location: 1993
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Stats really make the game more enjoyable in my opinion as they can not only weed out the more casual players, but they also put a halt to God-modding and can make the game more fair for every player while allowing more experienced players to have some benefit to the time and effort they put into their roleplaying. _________________
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| Masterweaver |
Posted: Thu Jun 12, 2008 1:51 pm Post subject: |
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Grunt

Joined: 12 Jun 2008 Posts: 112
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| Merely because I dislike stats does not make me a quote casual unquote role-player. I prefer to play the role on instinct, without numbers getting in the way. |
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| Myusername |
Posted: Thu Jun 12, 2008 1:52 pm Post subject: |
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 Stuffed Invincible

Joined: 02 Mar 2008 Posts: 2641 Location: 1993
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Role playing: serious business. _________________
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| wrincewind |
Posted: Thu Jun 12, 2008 1:55 pm Post subject: |
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 Unstuffed

Joined: 30 Mar 2007 Posts: 10147 Location: Ankh-Morpork, Assassin's Guild
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see, you might like it, but all too often that can end up with boring, repetitive attack/block/attack/block that's honestly little more than bickering.
in other words, it's all fun and games until someone else joins. _________________
X
"Stone walls do not a prison make, Nor iron bars a cage"
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| Masterweaver |
Posted: Thu Jun 12, 2008 1:56 pm Post subject: |
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Grunt

Joined: 12 Jun 2008 Posts: 112
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...
...
...
...Isn't that combat, and not actually role-playing? If combat has a purpose, fine, but if it's senseless violence, I'm gone. |
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| wrincewind |
Posted: Thu Jun 12, 2008 1:57 pm Post subject: |
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 Unstuffed

Joined: 30 Mar 2007 Posts: 10147 Location: Ankh-Morpork, Assassin's Guild
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most roleplaying eventually has some element of combat in it, i find. _________________
X
"Stone walls do not a prison make, Nor iron bars a cage"
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| Masterweaver |
Posted: Thu Jun 12, 2008 2:02 pm Post subject: |
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Grunt

Joined: 12 Jun 2008 Posts: 112
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| True. BUT most combat is situational, not stat-oriented. A mugger attacks you, you're in the lair of a giant spider, etc. You should be able to stay in character and recognize when you can take blows WITHOUT actually having to check your stats, yesno? I've been involved in a roleplay where one girl is knocked unconscious, wakes up thinking she's somebody else, is convinced her friends are the enemy, attacks them, has an emotional breakdown, rejoins them, and runs away, ALL IN THE MIDDLE OF A COMBAT SEQUENCE. And that was before I joined. Stats prevent godmoding at the cost of creativity. |
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| wrincewind |
Posted: Thu Jun 12, 2008 2:06 pm Post subject: |
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 Unstuffed

Joined: 30 Mar 2007 Posts: 10147 Location: Ankh-Morpork, Assassin's Guild
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i have to say they don't. they might limit it a bit, but they don't prefent it. say you choose to shoot the giant spider with a particular gun? how many times can you and your friends shoot it before it dies? what if you get hit? how will that injury affect the rest of the game? how many times can you be hit before you die?
it allows for you to keep track of details like this much more easily, and allows you to be very specific about what you do. what about if you're a poor communicator, but two of your friends are better at it? how can you tell which one is best at convincing an entity to your side of the argument? _________________
X
"Stone walls do not a prison make, Nor iron bars a cage"
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| Myusername |
Posted: Thu Jun 12, 2008 2:11 pm Post subject: |
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 Stuffed Invincible

Joined: 02 Mar 2008 Posts: 2641 Location: 1993
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There is a slight creativity cost of course, but at the same time the limitations given to your character eliminate things such as repeated cliche's, the dues ex machina and other such miraculous things. Your character's limitations force you to deal in a social situation realistically, much like in real life. I also find that you need a heck of a lot more creativity sometimes to be a regular person who does and acts a certain way in his or her character to survive simple situations rather than being a seven-armed fifteen winged angel with a tragic past and an expertise in swordsmanship who cries healing ponds and screams fire. _________________
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| TiredOrangeCat |
Posted: Thu Jun 12, 2008 2:12 pm Post subject: |
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 T.O.C The Story Teller (Admin)

Joined: 01 Mar 2007 Posts: 8078 Location: rolling in pie
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| Masterweaver wrote: |
| True. BUT most combat is situational, not stat-oriented. A mugger attacks you, you're in the lair of a giant spider, etc. You should be able to stay in character and recognize when you can take blows WITHOUT actually having to check your stats, yesno? I've been involved in a roleplay where one girl is knocked unconscious, wakes up thinking she's somebody else, is convinced her friends are the enemy, attacks them, has an emotional breakdown, rejoins them, and runs away, ALL IN THE MIDDLE OF A COMBAT SEQUENCE. And that was before I joined. Stats prevent godmoding at the cost of creativity. |
If you dont like stats, thats fine, but dont knock it. You play one way others play another. Just because its your play style does not mean everyone else is wrong. We, mostly, play with stats. We also do not play "forum" rps because people lose focus and tend to lose intrest. We are real time chat players. Weve had problems with god moding in the past and DMs/Players with giant egos. Which is why I designed a none dice stat system to play in Chat. It keeps everyone honest and everyone happy. And as for stifling creativity... Ask anyone thats played one of my campaings and ask them if I stifle their creativity. That is all. Play the way you want to play, but dont knock another player because hes doing it different.
=^.^= _________________ "Some men aren't looking for anything logical, they cant be bought, bullied, reasoned or negotiated with. Some men just want to watch the world burn."
Buy Merch!!! |
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| Samael |
Posted: Thu Jun 12, 2008 2:26 pm Post subject: |
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 Frenzy Unit

Joined: 11 Jun 2007 Posts: 5425 Location: Beyond the Veil
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| Myusername wrote: |
| seven-armed fifteen winged angel with a tragic past and an expertise in swordsmanship who cries healing ponds and screams fire. |
Oh GODS! It burns because it's so close to the truth! I once saw a 12 winged, dual magic Greatsword wielding, magic casting, anthromorphic white dragon why cried black poison tears and could heal any injury by taking it unto himself. But since he had super healing power that't not an issue. Lost memory save for snippets of an abusive father who turned out to be a demon and a now dead mother...I could go on, but it feels like my brain is about to explode... _________________
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| wrincewind |
Posted: Thu Jun 12, 2008 2:37 pm Post subject: |
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 Unstuffed

Joined: 30 Mar 2007 Posts: 10147 Location: Ankh-Morpork, Assassin's Guild
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@sam: yeah... i've seen a lot of those. it's amasing how someone can put so much thought into their character without once engaging their brain.
as for TOC's RP's ... i'd have to say quite the opposite, devinitely.
heck, you don't need to ask us, if you have the time, you can read through the logs of past roleplaying games. if you can find them. they're on this board somewhere... _________________
X
"Stone walls do not a prison make, Nor iron bars a cage"
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