John Yossarian said:
IT is focusing on roleplaying the PC's skillset in AoD.
I know, and i am taking a posture against such focus. Or, more so, i am questioning the choice without being inherently for it or against it.
John Yossarian said:
If you want to rant at VD for not putting personality choices in dialogue (with consequences of course) go ahead, but don't blame the whole Codex for it.
I am not blaming the Codex, and i am not blaming Vault Dweller. I just saw the thread, saw one possible interpretation, and thought it would be interesting to know what he and the others had to say about it.
John Yossarian said:
Also, I'm pretty sure all the codexers that have given their opinion on the subject believe the player should be in charge of the "decision making" for the PC, and the PC is in charge of "carrying out the action", and the success of each falls on their respective shoulders. If you wanna call that LARPing, go ahead, but it's not something new at the Codex.
That's no argument. I know where (at least as a rough generalization) the consensus is, since i do not remember reading many, if at all, discussions questioning the focus on skillset instead of personality. I am argumenting, or just discussing as it may be, how correct is such concensus.
And on the LARPing side of my argument i am just saying that if, for a quick example that may or may not be entirely correct, a player who is eating and drinking regularly in a game that does not enforce or react in any way to such actions is LARPing, then a player who is limiting the actions of a character based on an imagined personality that bears no gameplay consequences is LARPing too. Both choose to limit the range of possible actions and reactions the character has at his, or her, disposal for the sake of some arbitrary, unsuported by the game mechanics, concept of what the character is or should be.
It is quite easy to see where i am comming from and wich logic i used for that part of my exposition.
Vault Dweller said:
Social interaction is not one of AoD's features or design goals. Handling objectives in different, skill-based ways is. I'm not saying that one is better than the other, of course, but the latter matters to me more. Giving you an option to role-play a personality is less important to me than giving you an option to do things differently.
As stated ut supra, given such case the following paragraphs are to be considered a purely theorical discussion on the principles behind interaction with the gameworld, characters, and context.
Vault Dweller said:
I.e. if I'm playing a thief, I shouldn't be expected to storm a castle's gate using sneak attacks instead of power attacks. A rarely seen "wall climbing" option is much more important than a choice of "personality" responses.
Right you are about that, and no one is saying a different thing. But one more castle stormed, trinket stolen, and wall climbed is not going to interact with the, and change the, gameworld in any meaningful (meaningfull?) way. It is the motivations behind those acts that a world sees, interprets or missinterprets, ponders, and then changes itself in accordance.
At least so i believe. The Homo Sapiens vs Homo Faber conflict is as old as thought itself, permeates our context a lot more than it seems, and i hold no dreams or delussions of being the one who resolves it once and for all.
Vault Dweller said:
Not so fast. First, you claim that the "skillset role-playing" lacks depth and thus shallow, and then you use this claim to launch another one, stating that it goes against the ideals of the Codex. Nice try, but the first claim should be proven first, don't you think?
Indeed, mea culpa. I'll try to.
Say, my character has a high enough streetwise score and is in the situation you used as an example in that same post. Therefore, he is given the option to doubt the validity of the claim about this parchment being a valuable "Ancient Artifact." Another character, if given a similar skillset, would have precisely the same options as mine regardless of what his personality and ideals, as a simplification of a psychological structure, are. As far as the game cares they are one and the same character.
Exempli Gratia, say character A is not a fast-talking witty scoundrel but an introspective and non-confrontational scholar whose "street smarts" come from careful observing and analyzing social rituals, personality types, paradigmatical interaction, and the nuances of human communication, verbal and otherwise. Character B is, instead, that already mentioned fast-talking witty scoundrel, dashing and oportunistic, with a certain degree of animal cunning and an empirical knowledge of how the streets works or whatever. Would both have the same way of approaching the "Streetwise" option? No. And would not their disparate ways make different impressions in the interloper and observers, that by rumor and gossip would lead to different characters reacting different ways, maybe opening different options for them to ponder and react to? In many different ways, actually.
Say, quest is to murder the president, whomever that may be in our respective contexts. I can go and murder mine with a revolver, and you can go and murder yours with a sniper rifle. Does that difference make both acts in themselves any different in a non superficial way? Does that choice gives depth (or is it deep in this case?) to the act or are the motivations and viewpoints, the personality disorders and the assimilated values, and at last the reasoning, or lack of, that made us choose one weapon over another that wich makes the act deep in itself? Killing the president is going to change nothing but the current, immediate context where the reasons, motivations, et al. behind such murder have the potential to change the cultural and ideological shape of the world (as in context, not object) beyond all recognition, one way or another, over a variable span of time.
Threading dangerous terrain, as far i understand the true importance of 9/11 was not in the act itself but in what implications/meanings this act had for the american people. The reaction to such event was dependant on those implications and meanings, and not the act itself. (Note: I know this may sound as "troll baiting," but it is not. I simply lacked of another event as well known and discused, with consequences as well known and discused, by every random guy as that one. Forgive any real or imagined lack of taste.)
Taking a look into the characters of most great literary/theatrical/cinematographical works one comes up with another example: Some Servants, Apothecary, Soldier A and Soldier B, Swamp's Witch, Et Al. are just extras or, at most, secondary characters, defined by their "skillset" and how this "skillset" places them inside the events. But they are nothing more, lacking any real depth. Were they deep, they would not be defined as what they "do" but who they "are." A character defined by 50% Speech and 25% Small Guns is not any different, and since the focus of RPGs is in the characters and their interactions with the context...
Maybe a Q.E.D, maybe not. It partially depends of we talking of depth as in Game Mechanics or as in Gameworld/Character/Context, so take your pick.
Vault Dweller said:
Adhuc sub judice lis est.
May that never change, as discussions reveal truth and conclussions veil it.