
(08-05-2017, 01:38 PM)Caspar Wrote: That aside, the role of dice as a mediator really shouldn't be ignored. Ideally RPers could decide who won as collaborators, via comparison of things like narrative goals as well as the previously mentioned  factors of decisionmaking and training.
But this approach of "research first and dice second" falls apart the moment players can't fully agree on what one or more characters ought to be capable of.
In such cases, I think the dice can salvage a scene and still potentially create something people might enjoy reading.
Precisely what I mean when I say:
Quote:They should at most be supplemented by rolls (ie. success/failure is not decided by them), to simulate mistakes, circumstance, and the general chaos of combat.
(08-05-2017, 01:38 PM)Caspar Wrote: Moreover there are also people who enjoy randomized results and upsets, rather than constantly assign victory to who logically should win, since surprises are interesting to many. Of course upsets shock because they're rare, so usually dice systems are also a way to ensure some level of consistency in results.
I should probably rephrase what I mean:
What I don't mean:
"NEVER USE DICE ROLLS THEY'RE HORRIBLE AND KILL MUH REALISM"
What I do mean:
"The dice should be used in dramatic situations or moments where players can't 100% agree, or when necessary."
RP is about action and consequence. Relying on, and resolving every action in combat with only a dice roll (no modifiers, etc.) places everything to chance rather than character choice and personality.
I think rolling/roll-systems are incredible for resolving disputes, and are entirely necessary in situations where you have large amounts of people with varying opinions on Fight RP/fighting in general.
Quote:The other thing to consider is, like in the example, the difference in artistic approach in "coreography" means that the two styles will eventually meet, and mediative dice roll may be the only way to comfortably allow both players the freedom necessary to enjoy the scene. I don't think the fight should necessarily be determined by ooc factors like who read more books on medieval fencig but the dice are also an ooc factor so that bears consideration as well.
In the world of Final Fantasy 14, there's a lot of ways for someone to express their character's personality through their fighting style, realism be damned. They're completely valid, and can make sense within the context of the game's magical setting.
I 100% agree that actions in fighting RP shouldn't be determined by OOC factors -- it's, after all, an IC affair about your character's decisions and their personality/personal philosophy.
RPing is pretty much founded on the suspension of disbelief. Sure, our setting is magical as all hell, with dragons, big beasties roaming around, and people who can set you on fire; but it all starts from our base experiences in the real world.
From there, we change things based on the context of the setting, and break the rules.
Magic breaks a lot of the rules, but the rules are there. Leverage and physics are still a thing, time flows at a similar rate, and a jab is still a fast punch. This provides perspective.
Take your Dongfang vs Feraud example. Sure, completely different characters from different genres, but that's absolutely reconciled in FFXIV. Dongfang's needlework can easily be justified through magic and if it's written with enough care and respect towards that base perspective (ie. the writer makes it clear that Dongfang is doing superhuman feats), it can be incredibly enjoyable! Even if you're the fencing-manual-reading player of Feraud, writing him getting his absolute ass handed to him.
Digressions aside, what I meant to say in my previous post is that any system of conflict resolution is valid, but work better depending on the type of players involved. Ultimately, people just want to have the fight happen, and for character development to happen.