Delterius
Arcane
No, the Infinity Engine games do not create their own ideas of Bards and Rogues, which I assume are implemented similarly to the source of the game's rules, but those seem misaligned with your preconceived notion of reality.You are trying to connect PnP to cRPGs. I would call upon mondblut to explain to you, that it is NOT a PnP system in a computer game that is evaluating how good are you at "roleplaying". If you actually think about it, bards and rogues have no business in a game where combat is inevitable. I hope that people who profess roleplaying make their bard characters run away or suffer the undying pangs of their hypocritical opinions.
Not the bards and rogues I could create in those Infinity Engine games, making use of their abilities, both in combat and otherwise, was roleplaying.
Do disregard the 'how?' question, I misread the quote you responded to.
So essentially you are admitting that IE engine games create their own ideas of Bards and Rogues that have any no "realistic" significance out of the computer game.
What does that tell you about computer games?
It should tell you NOT to take roleplaying seriously when playing it. A computer game is essentially a rigid scaffold; you are only allowed to do things the rules of the game-designer. Within those rules if one is retarded enough to think that they have the freedom to do ANYTHING they want, they should be punished for not understanding this simple fact: It is NOT a PnP!
You assume that a 'Bard' and a 'Rogue' aren't combat apt, though its pretty clear that the game's rules tell you otherwise. Bards and Rogues are, clearly, very much useful additions to any party, even in combat - wether or not they are as useful as another Mage or Fighter is another discussion, but they do fight differently and serve other functions, despite their worse THAC0 or less advanced spellcasting.
A 'Bard' as in 'someone who can sing and dance' isn't what a 'Bard' is in the IE games, likewise a 'Rogue' isn't merely a pickpocketeer. Those are both combat-trained individuals, though their skillsets are more ambitious and, thus, they have less time to devote to the art of lowering their THAC0 and increasing their Hitpoints.
And, yes, the ideas of rogue and bard, as presented by the game's mechanics, probably have little to no relation with reality. Considering that magic doesn't exist in RL, that in the IE games a untrained archer can't hit his own friends and the amount of abstraction around the thief's iconic abilities (search for traps, etc). This same logic also applies to most everything in the game rules.
I don't believe that the developer foreseeing every possible choice in his game necessarily denies the freedom of choice. I believe in both emergent gameplay and story* and, as such, roleplaying and larping in CRPGs is a effort to, within the gameworld's contraints, enjoy a customizable experience. The difference between roleplaying and larping would be that 'roleplaying' is fully in concert with the gameworld's mechanics, while 'larping' isn't. Larping would be doing something to support a character concept in spite or without the necessity of the gameworld's mechanics.
*which can only be verified in combat, as the IE games are combat-centric
Thus, choosing the thief class in the IE games, followed by the realization just how powerful he is and isn't in combat, can lead to both 'roleplaying' (using the thief's abilities, unique or otherwise) or 'larping' (acting on the idea that a thief isn't good at all in combat and keeping him fron it, as you suggested).
By the way, I am not trying to connect PnP and CRPGs. I never even played PnP before.