I don't disagree that rolling and roleplaying are two sides of the same coin. I mentioned division as they are often thought of as separate directions (likely due to player conflict).Alex_P said:I think that particular division impedes effective game-playing and game-writing.
"Roleplaying" isn't one blob of stuff and it certainly shouldn't be reduced to "in-character acting" -- even though we still see this definition all the time on forums and even in game books. The GM writing down the plot before the game begins isn't doing the same thing that the GM who never even thinks about the game except during play is doing. The guy talking to shopkeepers isn't necessarily participating in "creating a story" -- nor is he necessarily going to find that interesting. The person playing for "deep immersion" is doing something different from the person playing to create a "thematic story".
I'm sure it's just as messy for "rollplayers", too, though I care less about that. Still, it's important to note that the vast majority of munchkins or godmoders or whatever are invested in the fiction -- finding Excalibur and riding dragons and having your own space castle is an essential part of their "I win". Most self-described "powergamers" or "tacticians" definitely seem to care about the fiction, too.
Now, it can be useful, on occasion, to speak of character-driven decisions motivating game-mechanical choices vs. game-mechanical choices motivating character-driven decisions. But, ideally, you should be writing a game where these aren't in opposition. Following the game mechanics should help build interesting characterization and interesting characterization should translate into game-mechanical effectiveness. Forcing you to choose between having an interesting character or a useful game token is terrible game design.
-- Alex
A thematically driven min/maxer can certainly be coherent in all forms. If a person is more interested in one idea or another (opposing) idea then it gets irksome. Considering retcon the Devil or a plot without comic relief has to be decided from table to table.
The way I see it there is no one way about gaming/roleplaying. Each time a DM takes the helm they have to find a new balance between the various desires and isn't something that a game designer has the power to fulfill (for all people).