GhanBuriGhan said:
It's not the same thing. The first is a game mechanic, just like in any P&P, the vice reactions are on a much higher level, that should be subject to roleplaying.
What's the difference between failing a stat roll or a skill roll and a vice roll? They are all mechanics, but you willing to accept only stats and skills, but not vices.
In fact, playing out such roleplaying situations is about the most fun parts of RPgaming, so why would I want a computer to take charge? We are always talking about decisions and conseqeunces - well, I want to make the decision how I play out this vice, and I want the game to present me with consequences appropriate to the character and his vice, but NOT to just decide for me how I have to rolplay the situation.
Ok, your character's afraid of undead. You ignored that flaw for some role-playing, btw, reasons when you created and levelled up that character. You have some minor penalties when dealing with undead, but you are a good fighter, so you manage to take on one or two. Eventually, you make your way into some old temple and started looting/exploring/purifying/whatever. Suddenly, zombies start crawling out of every hole and sarcophagus.
Should the game roll some numbers and compare your fears vs the threat, forcing you to run, or should we rely on you and your superior role-playing skills? That brings us to that old discussion of swimming in TES games. It was a skill with proper mechanics in DF that would sink you if you are trying to swim in heavy armor and carry some loot. Some new-age TES fanboys argued that you could easily do the same in MW by role-playing and
pretending that your character can't swim easily in armor.
That's what you want to do, you want to replace a solid mechanic with pretending that you are afraid of undead. Speaking of fear, our characters explore scary-ass dungeons and crypts of legends (and not nice legends, but "nobody came back" type legends), face and kill horrible and terrifying monsters, but do they ever feel fear? They should, shouldn't they? And how would that affect them? Vices are a great way of handling that.
Or a character who generously give money to poor and needy, or refuse rewards. You, the player, can be as generous as you like, but what about the character? What if his greed is so strong that despite being a good person, he's unable to part with money, unable not to ask for more, and it's affecting people's perception of him/her? Etc
That's character creation, not roleplaying.
Don't you think that character creation and development affect your character and, thus, role-playing a little bit? Isn't that where it starts?