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Mechanics for battle decision apart from bodily fight

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Mechanics for battle decision apart from bodily fight

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Topic: Mechanics for battle decision apart from bodily fight  (Read 447 instances)

From https://theangrygm.com/?s=social&id=6261

Once upon a time – and for a really very long time – we players didn’t want or need guidelines for social interplay. Hell, we didn’t really feel like we would have liked guidelines for lots of issues. We favored the truth that the sport was open-ended and relied on our imaginations first and guidelines and mechanics a distant second.

There have been loads of RPGs with detailed mechanics for social interplay since at the very least the early Eighties. James Bond 007 had loads of social encounter guidelines. Champions had Presence assaults. AD&D had plenty of separate programs for henchmen, morale, reactions, and others.

I get ticked off at these characterizations about players “as soon as upon a time” as if all old-school players have been the identical. There have been an enormous number of video games and players from early on within the Seventies and Eighties. It’s not like social mechanics have been a brand new factor within the 2000s or 2010s.

I personally favor mechanics that do not deal with social decision like fight decision. Succeeding in a social problem usually means constructing understanding between events, reasonably than one facet profitable and one other facet dropping. I believe Burning Wheel’s “Duel of Wits” is an effective mechanic for restricted instances of win-vs-lose like arguing a court docket case or related. But social challenges extra broadly ought to extra usually not be win-vs-lose.

Added to that is that in observe Win-Lose Social Resolution Mechanics can slide into characters having nearly supernatural powers of persuasion by way of manipulation of the particular guidelines.

I favor Social Interaction mechanics to concentrate on altering an NPCs disposition in direction of a PC reasonably than the particular level being mentioned (RAW that is the way it works in Dark Heresy and different FFG WH40K programs).

This makes it simpler for the GM to veto or steer sure persuasion makes an attempt which are successfully not possible (or different interactions. Persuasion is simply an instance).


 


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