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General Tabletop Discussion
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A thought about Social Mechanics
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<blockquote data-quote="Emberashh" data-source="post: 9194346" data-attributes="member: 7040941"><p>It should be reiterated that the idea as presented is geared towards the one-off checks against a random NPC. Convincing the random town guard of whatever doesn't need to be an elaborate encounter when that town guard is the definition of an NPC in the colloquial sense. </p><p></p><p>However, this is where my thoughts went as well, insofar as building out the idea into a fuller system, and I actually realized this is basically what <a href="https://www.enworld.org/threads/labyrinths-and-outlands.697837/post-9029603" target="_blank">my earlier go</a> at making a social combat system was already doing, more or less.</p><p></p><p>However, I think social interactions as combat is a dead end, at least insofar as gamifying real conversations goes. If one doesn't care about that then it doesn't matter; my idea synthesized with the above could very easily slip into being a straightforward social combat system. Especially if one took my Momentum system from combat and implemented the pattern into social combat. </p><p></p><p>But I think the real sauce here is that if we want to gamify talking then we need to put the game element somewhere in the emergence of a conversation. We could gamify etiquette. </p><p></p><p>This is where my systems been trending though I haven't sat down and worked on it properly yet (soon though, which is why its been on my mind lately as I gear up to work through it). I've long since retained the 5-Action set up (Provoke, Appeal, Charm, Deflect, Insight), which is actually 32 actions, and I've been looking towards a combination of that with a specific Reputation system, and now with the reaction based resolution outlined in the OP. </p><p></p><p>This solution though hinges on breaking some norms in regards to how Skills and such typically work, and it still doesn't involve players rolling skill checks. </p><p></p><p>Im going to put the breakdown in a quote block as its rather long, and for clarity it is assuming and establishing this system within my own game, so the rules and mechanics are specific to it.</p></blockquote><p></p>
[QUOTE="Emberashh, post: 9194346, member: 7040941"] It should be reiterated that the idea as presented is geared towards the one-off checks against a random NPC. Convincing the random town guard of whatever doesn't need to be an elaborate encounter when that town guard is the definition of an NPC in the colloquial sense. However, this is where my thoughts went as well, insofar as building out the idea into a fuller system, and I actually realized this is basically what [URL='https://www.enworld.org/threads/labyrinths-and-outlands.697837/post-9029603']my earlier go[/URL] at making a social combat system was already doing, more or less. However, I think social interactions as combat is a dead end, at least insofar as gamifying real conversations goes. If one doesn't care about that then it doesn't matter; my idea synthesized with the above could very easily slip into being a straightforward social combat system. Especially if one took my Momentum system from combat and implemented the pattern into social combat. But I think the real sauce here is that if we want to gamify talking then we need to put the game element somewhere in the emergence of a conversation. We could gamify etiquette. This is where my systems been trending though I haven't sat down and worked on it properly yet (soon though, which is why its been on my mind lately as I gear up to work through it). I've long since retained the 5-Action set up (Provoke, Appeal, Charm, Deflect, Insight), which is actually 32 actions, and I've been looking towards a combination of that with a specific Reputation system, and now with the reaction based resolution outlined in the OP. This solution though hinges on breaking some norms in regards to how Skills and such typically work, and it still doesn't involve players rolling skill checks. Im going to put the breakdown in a quote block as its rather long, and for clarity it is assuming and establishing this system within my own game, so the rules and mechanics are specific to it. [/QUOTE]
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