Phaedon wrote...
You know what I want?
Stats replaced by player control, more roleplaying, and for RPGs to be able to compete with the rest of the market.
Every RPG "fanatic" I have spoken to with here, is against removing dialogue stats and RPG stats not controlling shooter elements.
If you think that RPGs are not about roleplaying and player control, but stats and simulated combat, then I will thank you for publically showing the problem with the RPG fan base.
(yes, I split up the post cause they're dealing with different items)
I disagree with your assesment of rpgs, and I disagree with you appearantly feeling a need to make veiled insults towards people that disagree with you in this topic.
Stats, both combat and noncombat, are a tool the player uses to guide him/her in playing the character.
When sitting and playing pen&paper versions, you have a gamemaster (GM) to handle rules and the story. This GM is also the guy that tells you if you are playing out of character and forces you back on the path of your character if you stray from it. Case in point: You are playing a dimwitted non-savant character that never paid attention in school, yet you tell the gamemaster that your character starts arguing mathematical philosophy with a non-player character, using information that the player knows, but the character never had a chance of knowing. The gamemaster steps in, tells the player to get a grip, and the game picks up with the player having his character make a more reasonable (for that character) argument.
When playing computer roleplaying games, the computer is the gamemaster. It's the computers job to handle all the rules, but also to enforce the players to stick in character when they are trying to move out of it. This means, in the previous example transfered to a computerscreen, that when getting options for what you want your character to talk about, you should never get the option that would have been out of character. Thus you are restricted to dialogue choices that fit your characters ability to communicate.
What you are asking for, is not roleplaying, but playerplaying. And then we are back at random generic shooter where the action and screenplay is the focus, instead of the characters.
This is just one example, to show you what is wrong with your point of view. It should, however, be said that this is not the only case that could exist. So in case you didn't fully understand it before, I'll gladly state it again:
Stats are a tool to help players play the role of their characters.
In pen and paper system, the GM enforces that the player plays 'in character'.
In computer systems, the computer enforces that the player plays 'in character'.
It's as simple as that.





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