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10-21-2011, 09:53 AM | #1 |
Join Date: Jan 2005
Location: Gothenburg, Sweden
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Intriguing idea: roleplay after your roll
Here's an intriguing idea for roleplaying social skill - roll first and roleplay later. That way, you know if you made a complete arse of yourself and can tailor your roleplaying accordingly.
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“When you arise in the morning think of what a privilege it is to be alive, to think, to enjoy, to love ...” Marcus Aurelius |
10-21-2011, 11:45 AM | #2 |
Join Date: Oct 2009
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Re: Intriguing idea: roleplay after your roll
Hmm, while starting to read it, I thought "but how do you give a bonus for roll roleplay?" Well, the answers are also in the article, actually 3 possible variants.
However ... * The first version (giving a bonus for good RP after the roll allows players to succeed retroactively) seems to discourage RP because you only need it when you miss by a little. * The second version (the player describes everything as "I try to" before the roll) is actually what I thought was the implicit assumption in all RP ... * The third version, giving out fate points or some such for good RP after the roll, is pretty much independent of whether you give it out before or after the roll ... So, while I think it's a nice idea, it doesn't really achieve much mechanically, I think. (It might still feel better.) If your players like RPing, they can already describe their failed actions after the roll themselves. Otherwise you won't get much more RP out of the players. That you can try to get more RP by giving out fate points should be clear ... Still an interesting idea. Ts |
10-21-2011, 03:00 PM | #3 |
Night Watchman
Join Date: Oct 2010
Location: Cambridge, UK
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Re: Intriguing idea: roleplay after your roll
Recent editions of Paranoia have an interesting twist on this. Rather than having big realistic tables of task modifiers, players have a pool of "perversity points" they can spend to get bonuses to tasks. This allows them to narrate the circumstances that make things easier, or harder for their opponents. This being Paranoia, said opponents are often the other party members.
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10-21-2011, 10:02 PM | #4 |
Join Date: Sep 2005
Location: Atlanta GA
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Re: Intriguing idea: roleplay after your roll
I do this a lot in white wolf games. I make the roll for the social thing the character is trying to do- or often for the combat thing the character is trying to do. Then I post a narrative that matches the roll.
Lie: 1, 2, 9, 1 (fail) IC post: "Uhm yeah" looking around- everything seems more interesting than his eyes. "Everything's uhm fine, I uhm I just felt a little faint is all." the words flow poorly from one to another as she tries to string them together and convince him of her rather unconvincing lie. Otherwise you get a post that's a fabulous lie, a roll that says you failed to tell a good lie, and then a post that back peddles from what the first said. I find that far more jarring than the possibility that I might not get as many bonuses. I mostly play online now so posts are what I deal with, but the same issue would still be an issue in a spoken medium. "Oh no everything's fine. I was just feeling a little faint is all, but I'm fine now." A warm smile on her lips and appreciation for his concern as she talks to him. Roll: 2, 3, 1, 1, 1, 5 oops I botched, hmmm I guess that wasn't as convincing as what I typed... |
10-21-2011, 10:31 PM | #5 | |
Join Date: May 2010
Location: Alsea, OR
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Re: Intriguing idea: roleplay after your roll
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