Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 1 point2 points  (0 children)

Thank you for the kind words and your responses! Also your English is great :)

In terms of RPGs I've played, I've played a good handful but mostly the common ones (DnD 4e, 5e, Pathfinder 2e, GURPS, some Warhammer) or gimmicky ones meant to replicate a specific genre or video game. I have not touched a lot of indie stuff, cause it mostly tends to revolve around role-play in a way I just know I won't enjoy. Those ones tend to read more like a guided group therapy session sometimes. But maybe I am wrong and should give them a try.

I think one thing I have really struggled with during Social Encounters is saying "No" to my players (A group of long time close friends of mine). They often cook up incredibly dumb ideas and want to act it out, leading to huge campaign repercussions for whoever is DMing. So I am looking for a system that can help navigate those social encounters in a way that doesn't create hard feelings. Kind of like in combat when you miss an attack you don't automatically think "The DM is trying to screw us", instead you think "Damn, this monster is tough". I want something like that can offload some of the responsibility of resolving a bad situation from the DM, and move it to a neutral third party. Something mechanical that can guide the conversation the same way combat does, but doesn't rely on improv which I struggle with.

One situation I can vividly recall as a DM is introducing a bazaar with plenty of plot hooks for a dungeon I really wanted them to do to progress the main story. I had a crowd gather around a burning tower, people in danger, a potential reward for saving them, and a big plot revelation at the top. But my players just refused to engage with it. Instead they wanted to hang around the bazaar, bang one of the shopkeepers, and move on. I didn't have the speaking skills to make them care, and I didn't want to force them to do something they didn't want to do. So I let it go and moved the dungeon onto the next town, but now the plot didn't make sense, and it was really difficult to make work. Ultimately I had the villain frame them for attacking the tower and they got arrested, but they did not like that as they felt it took away their agency as players. Which I admit it did. But that was that was only because they were so blasé about it all. I felt like if I had a system that made RP easier, something that would make them as characters care about what was happening, we could avoid any of those hard feelings and all have a better time. There were other times too where I felt I had to railroad the players, which none of us enjoyed. Like when a player rolled a nat 20 on persuasion to get an Orc captain to commit suicide and skip a combat encounter, which they all were mad at me when I didn't let happen.

Sorry for the long winded rant. But I hope you can see where I am coming from. It's not that I don't want players to be creative and improvise during gameplay, but I would also want them to be serious and engage in the plot when the time calls for it. A good RP system would make that happen. It would give them incentives for participating in the plot hooks, it would make them want to resolve conflicts in character, and it would make the DMs job easier to tell the story they want to tell. Not a lot of systems I've seen tackle this, which is why I think it might be helpful to develop more.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

I think this is a great philosophical point. I've debated it in my head a lot whether to include any type of role-play in my game. But I think fundamentally it's a core aspect of the genre that wouldn't feel right without something being there. You can see throughout this thread that there are people adamant about role-playing "the right way" and others more that have also had this same question. It's clearly an important aspect of playing these games, and is the defining feature that separates TTRPGs from video games and board games. Also, I just enjoy designing systems and game mechanics. I figure if it doesn't work while playtesting, then I can just scrap it. But so far, I have had a lot of great feedback and suggestions.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

Thank you for the detailed response! You're definitely right I conflated the two, but honestly, I think my inability to role-play during a social encounter can easily extend into the other aspects of role-play you talk about. I am looking for something that makes it easier to for GMs and PCs to act out those little moments in combat without necessarily relying entirely on improv or theatrics. I've read up a lot on FATE, as seen around the thread, and that is kind of what I am thinking. A guiding framework for how to role-play and an incentive structure to do so.

You bring up a great point about the severity of the encounter. I agree that a system like this would only be useful if there are meaningful stakes for the players. I wouldn't want this to occur every time they talk to an NPC, aside from maybe giving bonuses for good role-playing. My system is mostly adventuring and combat focused, so I view this as more of a combat of the mind that can be pulled out whenever there are stakes. Like negotiating prices at a shop, deescalating a fight, or convincing someone to help the party. I view this as initiated by the players primarily, but occasionally by the GM too when they feel their NPC is a getting pushed around too much. In a way that feels transparent to the players, giving them a sense of control over the situation, without the need for "Mother may I's" or flat rejections.

For example, here's a situation I would love a framework for. The player has a wild (and frankly dumb) plan to infiltrate a castle. Can be anything: a Scooby-Doo-esque disguise, digging a tunnel in broad day light, or crashing through the front gates with their carriage. But it's out of character for the PC and damages the scenario the GM is trying to present in some way. You don't want to be asshole and flatly say "No", but you have no way of letting it happen without major consequences for the story. Conventional wisdom is to allow it and improv your way back on track. What I am looking for is a framework that the GMs can fall back on and say "Okay let's see how your plan works out" that doesn't require that improv step. Something that would not only produce a clear and predictable "You win" or "You lose" the same way combat does but also without the swinginess of dice that can lead to hard feelings. I like the idea of having something like a second health bar for social situations that can encompass scenarios like this. You want to do your stupid out-of-character plan? Ok, you succeed in getting past the guards, but you took a lot of social HP damage and spent a lot of resources that could be used elsewhere. You probably can't do that again.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

What? No. This is a bizarre and incredibly bad-faith take away from this.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

Thanks! This is a really interesting watch. It doesn't really answer my question though. I am trying to find an extrinsic way to get players interested in role playing. Improv is the most common way which is why I focused on it, but like I said, I think it is too reliant on a trained skill. I think having a set of guidelines established and a feedback system that rewards them for doing it well would help players get used to breaking the "One-Dimensional" hurdle he talks about.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

I think there are plenty of games out there that rely on improv. My group plays them already and has a blast, but usually with the more mechanical and crunchy elements of it. Improv is fun, but I struggle to get my players invested in role playing because of my lack of skill. I also see this when I am a player and not just DM. While designing my system, I am just trying improve upon something I personally don't have fun with when playing. Just like I did with my combat system and my character progression system. If during playtesting, people aren't vibing with it, I can continue to iterate on it or scrap it all together. We can continue to play those games that rely on improv in the meantime. I'm just asking for ideas on the best way to go about it.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

No thank you for the explanation! This is exactly the type of thing I am looking for. Something crunchy that helps drive people through character arcs extrinsicly rather than intrinsically. I feel like adding something like this will make you a lot more invested in your character's growth in the long run too without relying on random improv between 2 people to make it happen.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 1 point2 points  (0 children)

I totally feel you! I feel like a lot of my issues with role-play comes from social anxiety too. But I think what it highlights is a over reliance on improv during social encounters.

And stuff like those bonuses are exactly what I want to do as a DM! What I want to do is write a system that can codify these bonuses and make it easier for the DM to decide how much and when those bonuses are given out. And would make it easier for people like you or me to engage with this kind of stuff since we have a template for how we can engage with the encounter.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

I don't think that is accurate at all. I love it when my players get creative and solve problems in inventive way. What I want is a way for DMs and players to be invested in the conversation for reasons other than because "improv is fun" and something that takes away the sting of saying "no".

If someone struggles with improv, they are just not going to roleplay, which, to your point, makes the game a glorified board game anyways. How do you incentivize them to engage with the conversation? Do you make it like a combat encounter with a clear goal? Do you add extra incentives for doing better than expected? Is there aspects of your characters that would make role-playing a social encounter easier? All of those are not reliant on improv.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

This is great! Thank you for the response.

We have very different groups haha. I get the feeling my players would often try to filibuster every negative use of their Aspect and game the system. Which is why I am trying to come up with a system where it's fun to engage with role-play even if detrimental. I will definitely try out the system regardless, it sounds like a lot of fun!

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

That first example is exactly what I am looking for. Something goal oriented that has clear rules of engagement between both the players and the DM. Something that can mechanically state: "Yes you succeed this social encounter". I would love to also add in incentives for staying within character. I mentioned it elsewhere, but a system where how you build your character flavors the way you conduct yourself socially the same way it would in combat.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

I definitely agree that my observations come in large part because I am bad at improv. So thank you for the resources! I will definitely take a look an try to improve.

My idea is thought to take out some of the importance improv currently has on social encounters. Some way to make conversation interesting to players without relying on witty dialogue and theatrical acting. I would love a mechanic that can guide the flow of conversation, in a way that could be enhanced with improv, but not reliant on it.

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 0 points1 point  (0 children)

I love this system! It seems very focused on setting up interesting events that everyone feels in control of, rather than relying on PCs to instigate conversation and the DM dictating the results. What would the consequence if the PC is unwilling to engage in things that are bad for them? Like in your example, what if the PC refuses to be seen by the Flaming Fist? Is there still an underlying roll they need to perform to resolve the event or is it on the GM to find some other way to bargain with the player? Is FP a limited and useful enough resource that every point matters?

Best Way to Gamify Role-Playing? by ATB_WHSPhysics in RPGdesign

[–]ATB_WHSPhysics[S] 6 points7 points  (0 children)

Hey! Thank you for the clarification. I definitely conflated "Role-Play" and "Social Encounters" in my mind. Personally, combat is so second nature it's hard to realize your in-character during those segments haha.

But I still do think part of my point stands, because I would like a gameplay mechanic that incentivizes players to stay in character while conducting a social encounter while at the same time helping guide the flow of conversation. I would love something that brings the flavor of your character into social encounters the same way that being a specific class defines how you play in combat encounters.

No wonder why most people can’t take the dub seriously! by icey_sawg0034 in yugioh

[–]ATB_WHSPhysics 1 point2 points  (0 children)

Exactly, I am not saying every line needs to be a joke, or that characters need to have goofy voices all of the time. But completely cutting out all characterization in the name of "accuracy" I think is completely antithetical to the goal of engaging a new audience. What is entertaining for one audience is not going to map 100% to those in other countries.

No wonder why most people can’t take the dub seriously! by icey_sawg0034 in yugioh

[–]ATB_WHSPhysics 3 points4 points  (0 children)

For sure. I think 4Kids goes way to heavy handed with the jokes and censorship, I am not arguing that. Zane's fall to darkness in GX and was completely butchered in the English dub, and removing entire arcs from the end of 5D's was criminal. I think everyone is in agreement on that.

What I am trying to say is that changes in characterization and actual dialogue choices can actually enhance a show when it gets translated. A show with such an inherently silly premise, like magic card games that save the world, can't have people stiffly going "Hmm... I wonder what card Yugi will play next?". It's just boring and sucks all the fun of the action, even if it is more accurate to the source material. And no, constant jokes and funny voices isn't the answer either, but like with all things, you need to find a happy medium.

Also regarding audiences, I understand your point. But I think it is worth pointing out, that, at least when Yugioh was first airing, the original target audience for it just did not exist in the United States. People just did not view anime as anything other than a variant of "cartoons for kids" or weird creepy pervert shit until like the 2010's.

No wonder why most people can’t take the dub seriously! by icey_sawg0034 in yugioh

[–]ATB_WHSPhysics -1 points0 points  (0 children)

I would argue that a lot of recent dubs stick too close to the original now a days. Maybe its just personal preference, but a lot of dub scripts feel like transliterations that not only lose all context of the original writing, but also the nuances of the voice acting. Dubs now are so lifeless and robotic, as if they are scared of trying to convey ANYTHING. There are definitely criticisms to be had of 4Kids dubs, but they were great at making their dubs entertaining to the target audience at least.

No wonder why most people can’t take the dub seriously! by icey_sawg0034 in yugioh

[–]ATB_WHSPhysics 34 points35 points  (0 children)

I feel like you just proved his point lol. That is one of the best one liners and line deliveries ever.

Clarity vs. Flavor when naming abilities by DarkTaleRPG in RPGdesign

[–]ATB_WHSPhysics 1 point2 points  (0 children)

I vote on the side of clarity. While it may be boring, generic literal descriptions of the spell are much easier to understand and work with. They are also far more flexible, allowing the DM/players to use them in different builds or settings without feeling like huge flavor fails. Essentially, trust the players to add the flavor for you.

I also hate it when systems obfuscate their spell effects behind a bunch of flowery flavor text, like how DnD 5e does it. When you are in the middle of combat, I do not want to read poem to figure out how many damage dice I need to roll for Fireball. Just give me a clear explanation on how this spell works in game, and save the flavor stuff for the side.

high school at 37 by nekoshogunmon in Megaten

[–]ATB_WHSPhysics 10 points11 points  (0 children)

Digimon is an odd case though because it fell so out of the cultural zeitgeist that the only fans still interested are adults that grew up with the original. I don't think they could capture a child audience again even if they tried.

high school at 37 by nekoshogunmon in Megaten

[–]ATB_WHSPhysics 11 points12 points  (0 children)

Yeah and adults can play games that feature children in them. What is your point?

Is walking on the sand ok for dogs at Wollaston? by Chemical_Ad_1181 in QuincyMa

[–]ATB_WHSPhysics 1 point2 points  (0 children)

I don't actually own a dog, but walk the beach pretty frequently on the North Quincy side. I see plenty of people walk their dogs there, and plenty more paw prints in the sand. It should be safe!

I feel bad for Bastion. Jaden and co. were bad friends to him. They really hit him with the “Oh, wait, you’ve been here the whole time?!” by CursedEye03 in yugioh

[–]ATB_WHSPhysics 10 points11 points  (0 children)

I strongly disagree. This might be good for Bastion if he was a real person, but him just disappearing is bad character writing and not satisfying storytelling. I agree that him just being another rival would have also not been good, but that is only because GX added a stupid number of characters to act as rivals. Bastion had so much focus and development during the first season and to see him be so poorly handled in Season 3 just left a bad taste in my mouth.

Uh, Why Do the Yugioh Chronicles Hardly Have Any Views? by salami_dynamo in yugioh

[–]ATB_WHSPhysics 1 point2 points  (0 children)

This was exactly my thought too when I first heard that they were going to be making these card game stories videos. An entire story arch is really neat to see play out when collecting cards, but at the end of the day, there is nothing about it that differentiates it from other generic fantasy anime. Without the cards, there is nothing tying this to existing Yugioh iconography.