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26
Aug/2008

role-playing goodness
Over the weekend, I caught part of the LOTR on tv which was at the part when the group was in Rivendell deciding what to do with the ring with Gimli screaming about never seeing the ring in the hands of an elf.

My friend walked by and commented about the lack of quality role-playing, lamenting that people don't play the races correctly and ,well, said:

Man, If I were playing a dwarf I'd be looking to kick an elf in the nuts at every chance I got.  That's what makes a good game great... Players getting into characters, not the treasure or levels earned at the end of the game.

After I stopped laughing at the thought of little dwarf legs flinging out to damage the gonads of unsuspecting elves, it gave me moment to pause and think...

What does make a good role-playing adventure?  The kills?  The treasure?  A good group?  Story Telling?  and what bumps that good game to great?

What are your thoughts?
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Viewing 1 - 4 out of 4 Comments

08/27/2008 10:53:01
Every player has a different feature that they find fun. The idea is simply to run a game that manages to gel all those likes and tickle each player's fancy at least a little. Usually the combat in my various groups throughout the years was enough to put me to sleep because everything froze as conflicts among the players arose as Craven Coward would try to make sure he could smash the monsters but not put himself in danger while Making Up For His Inadequacy would be out to prove nothing could hurt him with his min/maxed character and he was the greatest character ever created.
Combat was a dithering over rules, abilities, small little aches that took forever and the story just ground to a halt. Basically combat heavy games bored me to death as they lacked snazz, style, fluid motion, and a quick resolution. 
Being that I was more motivated by story I was generally apathetic when it was kill, loot, hoard! time.

Basically it is finding a good group dynamic with a game master that can feed their needs. 


08/27/2008 09:54:27

I have no sloid idea really. I thinks, its the story telling and watching what the players do in front of me.

Your example of the Council of Rivendell makes me want to run a scenario of the Council where victory points are rewarded to whoever gets possession of the ring by the end of it. Tolkien role-played Gygax-style! No holds barred, dwarf-throwing and ear-scalping allowed. 



08/27/2008 03:29:09

The first, and most important thing, in my opinion, is that the group act as a group.  While I'm all for a dwarf kicking the elf in the nuts every chance he got, it would have to be in good humor.  Gimli was best of friends with Legolas after awhile.  You can see it when they are fighting the invasion over the walls, and are tallying their kill totals.  Fortunately for Legolas, those were Minions with 1HP a piece, and his Twin Strike Encounter Power was enough to easily drop 2 at a time to Gimli's 1 at a time, a problem from lack of mobility and 1 attack a turn.  But the point is, Gimli wasn't trying to kill or get killed, his team mate. 

In our games, the surest most guaranteed way of dying is to attack a party member, or setting things up so that a party member is attacked.  

Good roleplaying adventure to me means a good group.  A Great roleplaying adventure is a good group and a great story. 



08/26/2008 22:46:55
For me I have to say it is truly a mix of everything. I like the kills, treasure, characters and story telling. It's great to have a gaming session where you don't have any battles but if you have 2 in a row I tend to want to kill something...it's also great to just hack and slash my way through a dungeon to defeat the evil dragon and take his stuff but if that is all we ever do I will get bored with it.

I am also a fan of the quirk...right now in 4.0 I am playing an orc paladin of behumut. My village was raided and destroyed as a child and I was raised by a dwarven paladin, and now follow that path. I like seeing someone play a male kobold who thinks they are a little human girl...the former farmer/monk who carries around a potted plant with him...it's those things that help lend to the story and make a fun experience...but levels are nice



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