Shadenuat Posted February 26, 2013 Share Posted February 26, 2013 (edited) I believe that their idea of fun is quite different from my idea of fun, but there is no way they will ever be satisfied with trivial solutions to challenges you suggest. You missed the "metaphorical" part and fail to grasp the idea of unique content in cRPG's (oh and you just enjoy going into personal attacks against other players way of roleplaying; but that's okay, I am kinda an ass too sometimes). How exactly using trivial solution to achieve something is worse than you garroting somebody? You are providing examples of actions which you concider unorthodox roleplaying (or, like, "actual" roleplaying) but they are just creative use of skills, that's it. What I would think of a truly unique content is if, say, an alchemist could grow himself a homunculi companion with unique dialogue and some personal story. Not surprisingly, that actually falls into the category of skills and spells. Of course, I am also completely fine with some sort of chest in the game which would be completely immune to acid and can only be opened with lockpicks. Because why the hell not? Paladin and Cleric with all their buffs, plate armor, and healing abilities beg to differ. Yeah, sucks, is't it? Cleric being best melee class in so many builds, while fighters existing for no purpose but grabbing additional feats. And people still don't get why I am against wizards wearing armor in class based games! Just name me a cRPG where your race matters. VtM: Bloodlines. Since you've asked, let me tell you about the actual roleplay. This is absolutely exquisite because of two things. First, a question: what helps us to stay withing the limits of our role and gives GM a control over the extent of our possibilities? Okay, you know my answer already. It's system, stats and skills. At least in cRPG, it is absolutely true, forget about LARP for now. Before, you provided examples which are, by your definition, an actual roleplay - creative use of skills, synergy inside the party, ecetera. And it all started with my statement, that if you don't have unique skills, you don't get yourself unique roleplay... so is roleplay about skills at all or not? Because you kinda contradict yourself here and there. It is certanly about creativity. Skills give you the instruments for your creativity. So how are skills not the part of roleplaying? And - a skill which creates completely unique content, goes against your roleplaying values how? You seem to like acid a lot, so, if there is a container in a game, which can only be opened by acid, and only alchemist can brew it, why is't it creative? You know, acid is a bad example. Let's say it can only be opened by a spell constructed by party wizard. Why that would't be creative? Because there is only one solution? But you have to figure it out nevertheless, so where's the problem? And second thing... HEY GUIZE. THAT DUDE JUST COMPARED DUNGEON CRAWLING TO TAKING ****. I hope that was enlightening enough. Well it was very funny how you distinguished some actions from other as "true" and "untrue" roleplaying, I always like to read about delusions like that. Edited February 26, 2013 by Shadenuat Link to comment Share on other sites More sharing options...
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