Quote:
Originally Posted by frogspawner
So what would a game properly designed for roleplaying be like, then?
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There are plenty of them. They either involve mechanics that interact with the actual roleplay process (a lot of games that award something like hero points do this to some degree) or are rules-light and deemphasize mechanical processes (often making that part of the process boring, sometimes deliberately).
The truth is, game mechanics can vaguely enhance or get in the way of roleplaying; but they don't have anything much to do with it for the most part, and a game that spends much time on mechanics (depending on whether it tries to do mechanical encouragement of roleplaying and whether you feel that's useful to do) isn't spending its attention on making the "roleplaying" part of "roleplaying game" better; its making the "game" part better. And its a continuum where the emphasis is on which part can vary considerably.
The truth is that for people interested in roleplaying and only roleplaying, mechanics are either largely irrelevant, or at best, not an impediment; there are such people, and many of them get by without any mechanics at all (freeform roleplaying on webboards and, at least a number of years back, many MUSHes and the like were like that) and often only minimal hard-edged character definition.
What most people who are talking about when they talk about a game being "not about roleplaying anymore" are really saying is that the balance point has swung farther over to the game end then suits their particular taste, but as I said, its a continuum, and there's plenty of people who'd already consider whatever game they think of as being "about roleplaying" as too "gamey". Its just a question of where you like your admixture.