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	<title>Comments on: Hot Button: Does the Grid Inhibit Roleplay?</title>
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		<title>By: Nefandus</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-1469</link>
		<dc:creator>Nefandus</dc:creator>
		<pubDate>Fri, 25 Jul 2008 17:49:35 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-1469</guid>
		<description>It really depends on the activity.

Take Live Action Role Playing (LARP) for instance - Vampire. This is a fairly mechanics-lite system that certainly doesn&#039;t use a grid. Challenges are resolved with rock/paper/scissors, and movement is calculated by physical steps. By and large, the activity is a story that is largely propelled through a large amount of social challenges, and the setting generally reflects this (often set within some kind of vampire &quot;gathering&quot;). Personally, I didn&#039;t care for it much, but that&#039;s me. It was largely because I prefer to engage an external storyline that is directed by a gamemaster, rather than seed a room full of subplots and conflicting personal motivations (like a soap opera). Gridless works ok in delivering what LARP promises.

On the other hand, I recall playing D&amp;D in the early days before we used grids, and I found that the tactical complexity suffered in comparison with today&#039;s versions. Combat was largely reduced to &quot;I attack the orc!&quot;, and everything else was ruled by GM fiat. Players could suggest and negotiate, but the GM decided what was in bounds and what was out. Thus, while you would think *roleplaying* would be enhanced with loosey goosey tactical game rules, it seemed to have the opposite effect. The more loose the game structure in a challenge scenario, the more it required GM arbitration or interpretation, and thus deprotagonized players while simultaneously reducing the strategic complexity of the activity. 

So, I&#039;d say it really depends on the nature of the activity. If you are going to have a game as part of the role playing experience, then it doesn&#039;t benefit anyone to remove the structures of the game that are in place. If, on the other hand, the challenges are intended as plot propellant - in deciding in a very loose fashion what will happen next from a story POV, with less emphasis on spatial tactical elements, then there is little need for a grid. Enjoy your LARP.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;1469&#039;,&#039;Nefandus&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>It really depends on the activity.</p>
<p>Take Live Action Role Playing (LARP) for instance &#8211; Vampire. This is a fairly mechanics-lite system that certainly doesn&#8217;t use a grid. Challenges are resolved with rock/paper/scissors, and movement is calculated by physical steps. By and large, the activity is a story that is largely propelled through a large amount of social challenges, and the setting generally reflects this (often set within some kind of vampire &#8220;gathering&#8221;). Personally, I didn&#8217;t care for it much, but that&#8217;s me. It was largely because I prefer to engage an external storyline that is directed by a gamemaster, rather than seed a room full of subplots and conflicting personal motivations (like a soap opera). Gridless works ok in delivering what LARP promises.</p>
<p>On the other hand, I recall playing D&amp;D in the early days before we used grids, and I found that the tactical complexity suffered in comparison with today&#8217;s versions. Combat was largely reduced to &#8220;I attack the orc!&#8221;, and everything else was ruled by GM fiat. Players could suggest and negotiate, but the GM decided what was in bounds and what was out. Thus, while you would think *roleplaying* would be enhanced with loosey goosey tactical game rules, it seemed to have the opposite effect. The more loose the game structure in a challenge scenario, the more it required GM arbitration or interpretation, and thus deprotagonized players while simultaneously reducing the strategic complexity of the activity. </p>
<p>So, I&#8217;d say it really depends on the nature of the activity. If you are going to have a game as part of the role playing experience, then it doesn&#8217;t benefit anyone to remove the structures of the game that are in place. If, on the other hand, the challenges are intended as plot propellant &#8211; in deciding in a very loose fashion what will happen next from a story POV, with less emphasis on spatial tactical elements, then there is little need for a grid. Enjoy your LARP.
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		<title>By: robosnake</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-843</link>
		<dc:creator>robosnake</dc:creator>
		<pubDate>Wed, 11 Jun 2008 02:09:14 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-843</guid>
		<description>In short - yes, a battlemat and miniatures inhibits roleplay, but you can&#039;t have it all.

What I mean is that some gamse are strong in the tactical department.  A lot of your thinking and character-creation goes into how you will use your abilities during a tactical physical combat.  That&#039;s what the game does well and that&#039;s what you should expect.

Other games are strong on narrative and immersive roleplaying.  Nailing things down to a specific grid-map inhibits this because rules conversations and pausing to choose a maneuver that fits the situation slow down action and narration.  Instead you have some kind of negotiated narrative control system where you know who is supposed to be describing what is going on when, or what a character does and what the results are.

They&#039;re different kinds of games.  Its like asking &quot;does having a Monopoly board inhibit Scrabble play?&quot;  Yes, yes it does, because you&#039;re talking about two different kinds of games with two different agendas.

You can also have hybrids, where sometimes you are into the roleplaying, and sometimes you break out the battle mat and get down to counting squares and throwing combat maneuvers at each other.  I think that in both cases, you can just focus on what it is you&#039;re doing at the time, and make that as fun as possible.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;843&#039;,&#039;robosnake&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In short &#8211; yes, a battlemat and miniatures inhibits roleplay, but you can&#8217;t have it all.</p>
<p>What I mean is that some gamse are strong in the tactical department.  A lot of your thinking and character-creation goes into how you will use your abilities during a tactical physical combat.  That&#8217;s what the game does well and that&#8217;s what you should expect.</p>
<p>Other games are strong on narrative and immersive roleplaying.  Nailing things down to a specific grid-map inhibits this because rules conversations and pausing to choose a maneuver that fits the situation slow down action and narration.  Instead you have some kind of negotiated narrative control system where you know who is supposed to be describing what is going on when, or what a character does and what the results are.</p>
<p>They&#8217;re different kinds of games.  Its like asking &#8220;does having a Monopoly board inhibit Scrabble play?&#8221;  Yes, yes it does, because you&#8217;re talking about two different kinds of games with two different agendas.</p>
<p>You can also have hybrids, where sometimes you are into the roleplaying, and sometimes you break out the battle mat and get down to counting squares and throwing combat maneuvers at each other.  I think that in both cases, you can just focus on what it is you&#8217;re doing at the time, and make that as fun as possible.
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		<title>By: Tommi</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-607</link>
		<dc:creator>Tommi</dc:creator>
		<pubDate>Sun, 01 Jun 2008 14:23:12 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-607</guid>
		<description>Personally, I don&#039;t care about the &quot;game&quot; part. Battlemap would cause extra time focused on mostly irrelevant things like exact positioning. It would reduce from roleplay in that it would take time away from that, but not in any other inherent way, I think.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;607&#039;,&#039;Tommi&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Personally, I don&#8217;t care about the &#8220;game&#8221; part. Battlemap would cause extra time focused on mostly irrelevant things like exact positioning. It would reduce from roleplay in that it would take time away from that, but not in any other inherent way, I think.
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		<title>By: Martin Ralya</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-534</link>
		<dc:creator>Martin Ralya</dc:creator>
		<pubDate>Thu, 29 May 2008 16:58:18 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-534</guid>
		<description>I&#039;m in the &quot;not necessarily&quot; camp -- I&#039;ve played games where having a battlemat either had no impact on roleplaying or enhanced it.

On the other hand, I&#039;ve played more games where &lt;em&gt;not&lt;/em&gt; using one enhanced roleplaying, and I do tend to look at games with battlemats differently. Battlemats make me focus on tactical decisions, and that tends to bleed into the rest of the playing experience for me.

As a GM, I use the absence of a formal battlemat as a &lt;a href=&quot;http://www.gnomestew.com/gming-advice/signposts-this-is-important&quot; rel=&quot;nofollow&quot;&gt;signpost&lt;/a&gt; to signal that I&#039;m more interested in the roleplaying aspects of the game than the nitty-gritty tactical stuff.

Great question!&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;534&#039;,&#039;Martin Ralya&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;m in the &#8220;not necessarily&#8221; camp &#8212; I&#8217;ve played games where having a battlemat either had no impact on roleplaying or enhanced it.</p>
<p>On the other hand, I&#8217;ve played more games where <em>not</em> using one enhanced roleplaying, and I do tend to look at games with battlemats differently. Battlemats make me focus on tactical decisions, and that tends to bleed into the rest of the playing experience for me.</p>
<p>As a GM, I use the absence of a formal battlemat as a <a href="http://www.gnomestew.com/gming-advice/signposts-this-is-important" rel="nofollow">signpost</a> to signal that I&#8217;m more interested in the roleplaying aspects of the game than the nitty-gritty tactical stuff.</p>
<p>Great question!
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		<title>By: LordVreeg</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-530</link>
		<dc:creator>LordVreeg</dc:creator>
		<pubDate>Thu, 29 May 2008 16:24:06 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-530</guid>
		<description>Nor did I mean earleir that a mechanics-heavy game was bad. 
My biggest issue is with GM&#039;s trying to play a roleplay-intensive game with rulesets that are combat-biased.  Through the eyes of my gamers, a game that focuses most of it&#039;s mechanics (skill, reward, spell choices, etc) on combat is always going to inhbit roleplay.  ALWAYS.
I don&#039;t mind heavy mechanics as long as they are built to enable the play style of the game in question.  The battlemat is irrelevant, a prop.  The ruleset vs. the type of game people want to play is the real question.

your orignal proposition included this line, 
&quot;There are also a number of charts detailing initiative, special combat moves, and injuries.&quot;

So my natural response is that this particular rule system is &#039;combat heavy&#039;, and therefor not built for intensive role play.
So asking if it a system designed for for a combat-heavy, socialskill-weak game would inhibit roleplay is like asking me if a dumptruck would suffer any drawbacks in a dragrace. The answer to both questions is, 
&quot;Of course.&quot;

I am sorry if this sounds heretical or blunt (or cruel).  But running a roleplaying-heavy game with a system that is 80-90% combat situation-specific can be an interesting change of pace once in a while, but it is by definition using the wrong tool for the job.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;530&#039;,&#039;LordVreeg&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Nor did I mean earleir that a mechanics-heavy game was bad.<br />
My biggest issue is with GM&#8217;s trying to play a roleplay-intensive game with rulesets that are combat-biased.  Through the eyes of my gamers, a game that focuses most of it&#8217;s mechanics (skill, reward, spell choices, etc) on combat is always going to inhbit roleplay.  ALWAYS.<br />
I don&#8217;t mind heavy mechanics as long as they are built to enable the play style of the game in question.  The battlemat is irrelevant, a prop.  The ruleset vs. the type of game people want to play is the real question.</p>
<p>your orignal proposition included this line,<br />
&#8220;There are also a number of charts detailing initiative, special combat moves, and injuries.&#8221;</p>
<p>So my natural response is that this particular rule system is &#8216;combat heavy&#8217;, and therefor not built for intensive role play.<br />
So asking if it a system designed for for a combat-heavy, socialskill-weak game would inhibit roleplay is like asking me if a dumptruck would suffer any drawbacks in a dragrace. The answer to both questions is,<br />
&#8220;Of course.&#8221;</p>
<p>I am sorry if this sounds heretical or blunt (or cruel).  But running a roleplaying-heavy game with a system that is 80-90% combat situation-specific can be an interesting change of pace once in a while, but it is by definition using the wrong tool for the job.
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		<title>By: suudo</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-523</link>
		<dc:creator>suudo</dc:creator>
		<pubDate>Thu, 29 May 2008 15:13:38 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-523</guid>
		<description>Why on earth does a battlemat have to imply heavy mechanics? My group places a battlemat on the table before every game just in case, and most of the time it isn&#039;t even used. We play Savage Worlds, which is not a game thick with rules.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;523&#039;,&#039;suudo&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Why on earth does a battlemat have to imply heavy mechanics? My group places a battlemat on the table before every game just in case, and most of the time it isn&#8217;t even used. We play Savage Worlds, which is not a game thick with rules.
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		<title>By: age</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-514</link>
		<dc:creator>age</dc:creator>
		<pubDate>Thu, 29 May 2008 08:35:45 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-514</guid>
		<description>I&#039;d be put off by the full on battle map, heavy stats/formulas, and much more attracted to the story-telling atmosphere of the couches. But I agree with Grogtard and IR, we use a grid-whiteboard as a useful tool and it does help prevent the &quot;I wasn&#039;t standing there!&quot; arguments.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;514&#039;,&#039;age&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I&#8217;d be put off by the full on battle map, heavy stats/formulas, and much more attracted to the story-telling atmosphere of the couches. But I agree with Grogtard and IR, we use a grid-whiteboard as a useful tool and it does help prevent the &#8220;I wasn&#8217;t standing there!&#8221; arguments.
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		<title>By: HappyGnome</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-511</link>
		<dc:creator>HappyGnome</dc:creator>
		<pubDate>Thu, 29 May 2008 05:51:00 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-511</guid>
		<description>The grid (in the broad sense) will always be enthusiastically embraced by people who value simulation, the very tribe that sucked the life right out of Dungeons and Dragons. 

Filtering imaginative play through a mesh of constrictive mechanics is about as much fun as a hot poker in the eye.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;511&#039;,&#039;HappyGnome&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>The grid (in the broad sense) will always be enthusiastically embraced by people who value simulation, the very tribe that sucked the life right out of Dungeons and Dragons. </p>
<p>Filtering imaginative play through a mesh of constrictive mechanics is about as much fun as a hot poker in the eye.
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		<title>By: Snargash Moonclaw</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-510</link>
		<dc:creator>Snargash Moonclaw</dc:creator>
		<pubDate>Thu, 29 May 2008 03:53:49 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-510</guid>
		<description>This seems like a variant on the Signposts thread - exploring more deeply the specific signpost (&quot;this way&quot;) to Exampleburg used there. I think battle mats are very useful - players in my role-playing intensive/story focused game have even requested them (again, props now in hands of #3 ex in Denver. . .Live in Portland, must get new by the time I return to Denver. . .), however, as I brought up in &quot;Signposts&quot; - I like to use fuller 3d visual prop layouts when possible as an aid to story immersion - everyone visualizing the same backdrop the same way. If this is set up in advance or built up in the course of play/exploration (create the 3D &quot;dungeon&quot; map as you move through it) it alleviates actual PC mapmaking requirements (it can be assumed that a given PC is making a map without requiring a player to actually do so. . .) since the visual reference is already in place and likewise will speed up combat since there is no need to pause for set-up - that has been an ongoing dynamic throughout the play session. Ultimately I think it helps to integrate the tactical crunch in a manner that supports the overall story emphasis being sought - there is a lot of immediate comprehension of tactical information at a glance without having to digress in describing crunch detail *and* that information is pretty much grasped and understood by all involved in the same manner - it eliminates most instances of a player making a choice based upon a misapprehension of some facet of the current setting environment or actions of another (N)PC. 

Honestly, I think the biggest single influence upon the shift from story engagement to combat mechanics in the change from AD&amp;D 2.0 to DnD 3.x was the elimination of the declaration phase at the beginning of the combat round! In a story telling game this is a must - players have to have the pause to &quot;get their stories straight&quot; - too many times I&#039;ve seen someone (X) with a later initiative get messed up by someone acting ahead of them in some manner (#) which they *never would have done had they realized that X was in the process of doing Y* - and the character # would in fact *have known that* because it would have been visibly obvious to them. One of the most common examples is the &quot;tank&quot; charging forward only to take an arrow in the back from the slower archer whom he would have seen preparing to shoot and moved accordingly. Players need to be clear with each other about what all the characters would in fact be aware of at that particular moment in order to be able to play the characters accordingly. (and okay, sometimes the tank&#039;s player says, &quot;Yeah, I know, but # really is that dumb and would have charged ahead without thinking anyway,&quot; then tenses up and crosses fingers while X resolves the subsequent missile attack. . .) 

Anyway - in the initial context, the 3D display then facilitates the declaration phase significantly and players can coordinate their characters&#039; actions just as effectively and realistically as their opponents (who, all being played by the same person, always inherently have and properly act upon whatever information they should about what their cohorts are doing,) with the display obviating the need to verbally describe a lot of the information otherwise taking the time to speak during the declaration phase.

And, I must admit, I like playing with the toys.

____
In accordance with Prophecy,

Have Fun, Play Well,
Amergin O&#039;Kai&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;510&#039;,&#039;Snargash Moonclaw&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>This seems like a variant on the Signposts thread &#8211; exploring more deeply the specific signpost (&#8220;this way&#8221;) to Exampleburg used there. I think battle mats are very useful &#8211; players in my role-playing intensive/story focused game have even requested them (again, props now in hands of #3 ex in Denver. . .Live in Portland, must get new by the time I return to Denver. . .), however, as I brought up in &#8220;Signposts&#8221; &#8211; I like to use fuller 3d visual prop layouts when possible as an aid to story immersion &#8211; everyone visualizing the same backdrop the same way. If this is set up in advance or built up in the course of play/exploration (create the 3D &#8220;dungeon&#8221; map as you move through it) it alleviates actual PC mapmaking requirements (it can be assumed that a given PC is making a map without requiring a player to actually do so. . .) since the visual reference is already in place and likewise will speed up combat since there is no need to pause for set-up &#8211; that has been an ongoing dynamic throughout the play session. Ultimately I think it helps to integrate the tactical crunch in a manner that supports the overall story emphasis being sought &#8211; there is a lot of immediate comprehension of tactical information at a glance without having to digress in describing crunch detail *and* that information is pretty much grasped and understood by all involved in the same manner &#8211; it eliminates most instances of a player making a choice based upon a misapprehension of some facet of the current setting environment or actions of another (N)PC. </p>
<p>Honestly, I think the biggest single influence upon the shift from story engagement to combat mechanics in the change from AD&amp;D 2.0 to DnD 3.x was the elimination of the declaration phase at the beginning of the combat round! In a story telling game this is a must &#8211; players have to have the pause to &#8220;get their stories straight&#8221; &#8211; too many times I&#8217;ve seen someone (X) with a later initiative get messed up by someone acting ahead of them in some manner (#) which they *never would have done had they realized that X was in the process of doing Y* &#8211; and the character # would in fact *have known that* because it would have been visibly obvious to them. One of the most common examples is the &#8220;tank&#8221; charging forward only to take an arrow in the back from the slower archer whom he would have seen preparing to shoot and moved accordingly. Players need to be clear with each other about what all the characters would in fact be aware of at that particular moment in order to be able to play the characters accordingly. (and okay, sometimes the tank&#8217;s player says, &#8220;Yeah, I know, but # really is that dumb and would have charged ahead without thinking anyway,&#8221; then tenses up and crosses fingers while X resolves the subsequent missile attack. . .) </p>
<p>Anyway &#8211; in the initial context, the 3D display then facilitates the declaration phase significantly and players can coordinate their characters&#8217; actions just as effectively and realistically as their opponents (who, all being played by the same person, always inherently have and properly act upon whatever information they should about what their cohorts are doing,) with the display obviating the need to verbally describe a lot of the information otherwise taking the time to speak during the declaration phase.</p>
<p>And, I must admit, I like playing with the toys.</p>
<p>____<br />
In accordance with Prophecy,</p>
<p>Have Fun, Play Well,<br />
Amergin O&#8217;Kai
<div class="comment-remix-meta"><a href="#" class="replyto" onclick="replyto('510','Snargash Moonclaw'); return false;">Reply</a> </div>
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		<title>By: Scott Martin</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-507</link>
		<dc:creator>Scott Martin</dc:creator>
		<pubDate>Thu, 29 May 2008 00:12:59 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-507</guid>
		<description>In the spirit of the question: yes, but.  I find that a grid and specific combat applicable powers encourages me to focus on combats-- if it&#039;s advertising combat as detailed and worthwhile, I&#039;ll believe it until proved otherwise. Similarly, if the extent of the &lt;a href=&quot;http://www.lumpley.com/games/excerpts.html#pupex2&quot; rel=&quot;nofollow&quot;&gt;gun rules&lt;/a&gt; match KPFS&#039;s, then I won&#039;t bother to list a specific make of gun on my character sheet.

I&#039;ve been pleasantly surprised many times.  Usually by a crunchy system when good roleplayers make it live and breathe.  It can be anything, and people will find a way to get good dialogue in.  Similarly, I&#039;ve noticed that dialogue is stilted in our PTA games, despite the very simple rules and uniform system.  That&#039;s probably because we&#039;re thinking &quot;big picture&quot; too much... but that&#039;s what&#039;s encouraged by the rules text.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;507&#039;,&#039;Scott Martin&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>In the spirit of the question: yes, but.  I find that a grid and specific combat applicable powers encourages me to focus on combats&#8211; if it&#8217;s advertising combat as detailed and worthwhile, I&#8217;ll believe it until proved otherwise. Similarly, if the extent of the <a href="http://www.lumpley.com/games/excerpts.html#pupex2" rel="nofollow">gun rules</a> match KPFS&#8217;s, then I won&#8217;t bother to list a specific make of gun on my character sheet.</p>
<p>I&#8217;ve been pleasantly surprised many times.  Usually by a crunchy system when good roleplayers make it live and breathe.  It can be anything, and people will find a way to get good dialogue in.  Similarly, I&#8217;ve noticed that dialogue is stilted in our PTA games, despite the very simple rules and uniform system.  That&#8217;s probably because we&#8217;re thinking &#8220;big picture&#8221; too much&#8230; but that&#8217;s what&#8217;s encouraged by the rules text.
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		<title>By: Grogtard</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-506</link>
		<dc:creator>Grogtard</dc:creator>
		<pubDate>Wed, 28 May 2008 22:32:17 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-506</guid>
		<description>Mini&#039;s and battlemats are only tools. It&#039;s easy just use them like many folks use a dry erase board.   Just use so everybody has a good idea of what is where and who is next to what or whom. It gets on one player&#039;s nerves just a bit but everyone else doesn&#039;t mind.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;506&#039;,&#039;Grogtard&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Mini&#8217;s and battlemats are only tools. It&#8217;s easy just use them like many folks use a dry erase board.   Just use so everybody has a good idea of what is where and who is next to what or whom. It gets on one player&#8217;s nerves just a bit but everyone else doesn&#8217;t mind.
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-503</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Wed, 28 May 2008 20:16:03 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-503</guid>
		<description>Sanctaira,

I wholeheartedly agree with you. The quality of any game depends on the people at the table.

Telas,

I also wholeheartedly agree with you. This is not a discussion as to what is &quot;better,&quot; only about expectations as to how an RPG will play.

I&#039;d love to hear anecdotes about expectations reversed. One of my best examples is Feng Shui. This game is designed to be played in comfy chairs with streamlined character sheets (heck, you don&#039;t even design the character, you just personalize a pregen), and yet the fight scenes were some of the most colorful and intense as I&#039;ve ever played.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;503&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Sanctaira,</p>
<p>I wholeheartedly agree with you. The quality of any game depends on the people at the table.</p>
<p>Telas,</p>
<p>I also wholeheartedly agree with you. This is not a discussion as to what is &#8220;better,&#8221; only about expectations as to how an RPG will play.</p>
<p>I&#8217;d love to hear anecdotes about expectations reversed. One of my best examples is Feng Shui. This game is designed to be played in comfy chairs with streamlined character sheets (heck, you don&#8217;t even design the character, you just personalize a pregen), and yet the fight scenes were some of the most colorful and intense as I&#8217;ve ever played.
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		<title>By: SanctaIra</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-502</link>
		<dc:creator>SanctaIra</dc:creator>
		<pubDate>Wed, 28 May 2008 19:41:51 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-502</guid>
		<description>Walt,

It&#039;s a good question, I just didn&#039;t feel that was the question I had left in my mind after the article.  The battle grid inhibiting role play has come up in my home games a couple times, so I just wanted to ensure the question was approached in a fair manner.

It&#039;s an important question to ask.  I think the answer really depends on the players and the game master though, so it&#039;s hard to make a blanket statement based solely on the use of a grid.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;502&#039;,&#039;SanctaIra&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Walt,</p>
<p>It&#8217;s a good question, I just didn&#8217;t feel that was the question I had left in my mind after the article.  The battle grid inhibiting role play has come up in my home games a couple times, so I just wanted to ensure the question was approached in a fair manner.</p>
<p>It&#8217;s an important question to ask.  I think the answer really depends on the players and the game master though, so it&#8217;s hard to make a blanket statement based solely on the use of a grid.
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		<title>By: Troy E. Taylor</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-501</link>
		<dc:creator>Troy E. Taylor</dc:creator>
		<pubDate>Wed, 28 May 2008 19:24:52 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-501</guid>
		<description>I geek over minis, so seeing a battlemap would fulfill my expectations.

On the other hand, the comfy chair would be tantalizing spare. &quot;I wonder what&#039;s up tonight?&quot; There&#039;s a sense of mystery in the air.&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;501&#039;,&#039;Troy E. Taylor&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>I geek over minis, so seeing a battlemap would fulfill my expectations.</p>
<p>On the other hand, the comfy chair would be tantalizing spare. &#8220;I wonder what&#8217;s up tonight?&#8221; There&#8217;s a sense of mystery in the air.
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		<title>By: Walt Ciechanowski</title>
		<link>http://www.gnomestew.com/hot-buttons/hot-button-does-the-grid-inhibit-roleplay/comment-page-1#comment-500</link>
		<dc:creator>Walt Ciechanowski</dc:creator>
		<pubDate>Wed, 28 May 2008 19:15:32 +0000</pubDate>
		<guid isPermaLink="false">http://www.gnomestew.com/?p=137#comment-500</guid>
		<description>Lordvreeg: I don&#039;t think a distinction is necessary. In my friend&#039;s case (which started the post), he would be be turned off by seeing the battle mat, but he&#039;d also be just as turned off to settle into the comfy chair and find out that the rules were mechanics-heavy.

Sanctaira: I&#039;m sorry &quot;comfy chair&quot; upset you. I was envisioning my own living room. I currently run three campaigns: One is D&amp;D 3.5, with full-on battlemats and minis, one is Victoriana 2e, which is mechanics-heavy but battlematless, and one is a WitchCraft game using the M&amp;M mechanics, which is battlematless and actually my lightest of the bunch, rules-wise. All three have ongoing storylines, and for D&amp;D and Victoriana, the adventures are commercial (or pre-commercial). D&amp;D is certainly the most &quot;combat heavy,&quot; but I&#039;ve run combats (without a map) for Victoriana that lasted just as long. I&#039;ve also run D&amp;D sessions with the battlemap in front of me that centered more on investigating a mystery than combat (to build on what Irda Ranger said).

My &quot;hot button&quot; questions are more about expectations. When you walk in and see a battlemat, do you have different expectations than if there isn&#039;t one? Does the game end up playing like you expected, or were you surprised?&lt;div class=&quot;comment-remix-meta&quot;&gt;&lt;a href=&quot;#&quot; class=&quot;replyto&quot; onclick=&quot;replyto(&#039;500&#039;,&#039;Walt Ciechanowski&#039;); return false;&quot;&gt;Reply&lt;/a&gt; &lt;/div&gt;</description>
		<content:encoded><![CDATA[<p>Lordvreeg: I don&#8217;t think a distinction is necessary. In my friend&#8217;s case (which started the post), he would be be turned off by seeing the battle mat, but he&#8217;d also be just as turned off to settle into the comfy chair and find out that the rules were mechanics-heavy.</p>
<p>Sanctaira: I&#8217;m sorry &#8220;comfy chair&#8221; upset you. I was envisioning my own living room. I currently run three campaigns: One is D&amp;D 3.5, with full-on battlemats and minis, one is Victoriana 2e, which is mechanics-heavy but battlematless, and one is a WitchCraft game using the M&amp;M mechanics, which is battlematless and actually my lightest of the bunch, rules-wise. All three have ongoing storylines, and for D&amp;D and Victoriana, the adventures are commercial (or pre-commercial). D&amp;D is certainly the most &#8220;combat heavy,&#8221; but I&#8217;ve run combats (without a map) for Victoriana that lasted just as long. I&#8217;ve also run D&amp;D sessions with the battlemap in front of me that centered more on investigating a mystery than combat (to build on what Irda Ranger said).</p>
<p>My &#8220;hot button&#8221; questions are more about expectations. When you walk in and see a battlemat, do you have different expectations than if there isn&#8217;t one? Does the game end up playing like you expected, or were you surprised?
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